WO2024093941A1 - 虚拟场景中控制虚拟对象的方法、装置、设备及产品 - Google Patents

虚拟场景中控制虚拟对象的方法、装置、设备及产品 Download PDF

Info

Publication number
WO2024093941A1
WO2024093941A1 PCT/CN2023/127919 CN2023127919W WO2024093941A1 WO 2024093941 A1 WO2024093941 A1 WO 2024093941A1 CN 2023127919 W CN2023127919 W CN 2023127919W WO 2024093941 A1 WO2024093941 A1 WO 2024093941A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual
virtual object
designated
object group
scene
Prior art date
Application number
PCT/CN2023/127919
Other languages
English (en)
French (fr)
Inventor
王希
吴松泽
蒋鹏凌
白一求
Original Assignee
不鸣科技(杭州)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 不鸣科技(杭州)有限公司 filed Critical 不鸣科技(杭州)有限公司
Publication of WO2024093941A1 publication Critical patent/WO2024093941A1/zh

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the embodiments of the present application relate to the field of computer technology, and in particular to a method, device, equipment and product for controlling a virtual object in a virtual scene.
  • the player can usually only control the master virtual object so that the master virtual object moves in a direction selected by the player in the virtual scene, or attacks the enemy.
  • main virtual object may sometimes give the player a poor gaming experience.
  • some game tasks are more suitable for the main virtual object to cooperate with multiple virtual characters. At this time, if you choose to summon other virtual objects in the game, it will easily delay the game process and affect the player's gaming efficiency.
  • the embodiments of the present application provide a method, device, equipment and product for controlling virtual objects in a virtual scene, so that players can use member virtual objects in a designated virtual object group to cooperate with a master virtual object to attack enemy virtual objects more comprehensively and more powerfully, thereby avoiding the situation where players can only play games by controlling the master virtual object, thereby improving the gaming experience.
  • the technical solution is as follows.
  • a method for controlling a virtual object in a virtual scene which is performed by a computer device, and the method comprises:
  • a device for controlling a virtual object in a virtual scene comprising:
  • An object display module used to display a master virtual object and member virtual objects in a designated virtual object group in a virtual scene, wherein the master virtual object is a virtual object independently configured in a master object configuration interface;
  • an action display module configured to display, in response to receiving a first control operation on the master virtual object, a first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene;
  • the action display module is further configured to display, in response to receiving a second control operation on the designated virtual object group, a second action animation of the designated virtual object group executing in the virtual scene in coordination with the master virtual object.
  • a computer device comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement a method for controlling a virtual object in a virtual scene as described in any of the above-mentioned embodiments of the present application.
  • a computer-readable storage medium stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by a processor to implement the control of a virtual object in a virtual scene as described in any of the embodiments of the present application. method.
  • a computer program product or a computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for controlling a virtual object in a virtual scene described in any of the above embodiments.
  • the main control virtual object independently configured in the main control object configuration interface and the member virtual objects in the designated virtual object group are displayed; when a first control operation on the main control virtual object is received, the main control virtual object is displayed to execute a first action animation corresponding to the first control operation; when a second control operation on the designated virtual object group is received, the designated virtual object group is displayed to execute a second action in cooperation with the main control virtual object.
  • the above method can prevent players from playing the game only by manipulating the main control virtual object.
  • the member virtual objects in the designated virtual object group are mobilized to cooperate with the main control virtual object for virtual combat, which not only enriches the gameplay, but also helps players to attack the enemy virtual objects more comprehensively and more powerfully, greatly enhancing the realism of the virtual scene interface and improving the player's gaming experience.
  • FIG1 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • FIG2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
  • FIG3 is a flow chart of a method for controlling a virtual object in a virtual scene provided by an exemplary embodiment of the present application
  • FIG4 is a flow chart of a method for controlling a virtual object in a virtual scene provided by another exemplary embodiment of the present application.
  • FIG5 is a schematic diagram of a virtual object group selection interface provided by an exemplary embodiment of the present application.
  • FIG6 is a schematic diagram of an object management group interface provided by an exemplary embodiment of the present application.
  • FIG7 is a flow chart of a method for controlling a virtual object in a virtual scene provided by another exemplary embodiment of the present application.
  • FIG8 is a schematic diagram of a setting interface of a master virtual object provided by another exemplary embodiment of the present application.
  • FIG9 is a flow chart of a method for controlling a virtual object in a virtual scene provided by another exemplary embodiment of the present application.
  • FIG10 is a schematic diagram of an interface of a virtual scene provided by an exemplary embodiment of the present application.
  • FIG11 is a schematic diagram of an interface for determining a formation in a holding mode provided by an exemplary embodiment of the present application.
  • FIG12 is a schematic diagram of an interface of an attack skill control provided by an exemplary embodiment of the present application.
  • FIG13 is a schematic diagram of an interface of an attack skill control provided by another exemplary embodiment of the present application.
  • FIG14 is a schematic diagram of an interface for determining a designated area provided by an exemplary embodiment of the present application.
  • FIG15 is a schematic diagram of an interface for determining a specified direction provided by an exemplary embodiment of the present application.
  • FIG16 is a structural diagram of a device for controlling a virtual object in a virtual scene provided by an exemplary embodiment of the present application.
  • FIG. 17 is a block diagram of a terminal structure provided by an exemplary embodiment of the present application.
  • Virtual world is a virtual scene displayed (or provided) when an application is running on a terminal.
  • the virtual scene is a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment.
  • the virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene, which is not limited in this application.
  • Virtual object refers to a virtual character that can be moved in a virtual scene.
  • the movable object is a virtual person, a virtual animal, a cartoon character, etc.
  • the virtual object is a virtual image in the virtual scene that is used to represent the user.
  • Virtual props refers to props that can be used by virtual objects in virtual scenes. Taking shooting games as an example, shooting games are equipped with projectile props, virtual launchers, virtual projectiles and other shooting props, where the virtual projectile is the object fired by the virtual launcher when performing a launch operation. Projectile props and shooting props can cause damage to the virtual objects hit. There are also skill props such as virtual chips, which can grant corresponding operation permissions to the equipped virtual objects.
  • Tactical competitive games refers to games in which at least two virtual objects compete in a single-game mode in a virtual environment.
  • Virtual objects can fight by avoiding attacks launched by other virtual objects and dangers in the virtual environment (for example, poison gas circles, swamps, etc.).
  • the life value of the virtual object in the virtual environment reaches zero, the life of the virtual object in the virtual environment ends, and the virtual object that survives in the virtual environment is the winner.
  • Virtual object group refers to a group created by players controlling virtual objects in a virtual environment, also named a virtual corps.
  • the group includes at least one member virtual object.
  • the member virtual object that creates the group is the head of the group, responsible for managing the affairs of the group or organizing the group to fight against other groups in the virtual environment.
  • Corps tasks are set in the game, which require the collaboration of member virtual objects in the virtual corps.
  • the virtual corps When the corps tasks are completed, the virtual corps will receive corps rewards, and each member virtual object in the virtual corps will also receive rewards.
  • the corps recruits more members by upgrading its level to further expand the size of the corps.
  • a virtual object group includes member virtual objects of the same type, and the type of the virtual object group is determined according to the type of the member virtual object.
  • the virtual object group is implemented as a long-range artillery corps, the member virtual objects therein are long-range artillery virtual objects; or, if the virtual object group is implemented as a melee infantry corps, the member virtual objects therein are melee infantry virtual objects; or, if the virtual object group is implemented as a cavalry corps, the member virtual objects therein are cavalry virtual objects, etc.
  • the virtual object group may also be implemented in various forms such as long-range archery corps, long-range musketeer corps, short-range long-handled corps, short-range shield corps, etc., and the embodiments of the present application are not limited to this.
  • a method for controlling virtual objects in a virtual scene so that players can use the member virtual objects in a designated virtual object group to cooperate with the main control virtual object to carry out a more comprehensive and powerful attack on the enemy virtual object, thereby avoiding the situation where players can only play the game by manipulating the main control virtual object, thereby improving the gaming experience.
  • the method for controlling virtual objects in a virtual scene obtained through training in this application can be applied to a variety of game scenes such as mobile game scenes and terminal game scenes, and the embodiments of the present application do not limit this.
  • the information including but not limited to user device information, user personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions.
  • the virtual object data, selection operation data, etc. involved in this application are all obtained with full authorization.
  • FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application.
  • the electronic device 100 includes: an operating system 120 and an application 122 .
  • the operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.
  • the application 122 is an application that supports a virtual environment.
  • the application 122 is an application that supports a three-dimensional virtual environment.
  • the application 122 can be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a puzzle game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game.
  • the application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
  • the implementation environment involves a terminal 210, a server 220 and a communication network 230, wherein the terminal 210 and the server 220 are connected via the communication network 230.
  • the method for controlling a virtual object in a virtual scene provided in the embodiment of the present application can be implemented by the terminal 210 alone, or by the server 220, or by the terminal 210 and the server 220 through data interaction, which is not limited in the embodiment of the present application.
  • Terminal 210 supports displaying various interfaces in the target application. Schematically, terminal 210 displays a virtual scene interface, a virtual object group selection interface, etc. through the target application, wherein the virtual scene includes a master virtual object, a virtual object group, virtual props, etc.; the virtual object group selection interface is used to provide a selection of at least one candidate virtual object from a plurality of candidate virtual object groups, and a virtual object group is an object group composed of a plurality of member virtual objects of the same or different types.
  • a master virtual object controlled by a player and member virtual objects in a specified virtual object group are displayed.
  • the master virtual object is a virtual object independently configured in the master object configuration interface.
  • terminal 210 when terminal 210 receives a first control operation on the master virtual object, a first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene is displayed.
  • terminal 210 will communicate with the first control operation.
  • the rendering data corresponding to the control operation is rendered onto the screen of the terminal 210, thereby displaying the first action animation; or, the terminal 210 feeds back the control operation to the server 220, and the server 220 sends the animation rendering data of the first action animation to the terminal 210, and the terminal 210 displays the first action animation corresponding to the first control operation performed by the master virtual object based on the animation rendering data.
  • the terminal 210 when the terminal 210 receives the second control operation on the specified virtual object group, the second action animation of the specified virtual object group in the virtual scene in cooperation with the master virtual object is displayed.
  • the terminal 210 after receiving the second control operation, the terminal 210 renders the rendering data corresponding to the second control operation to the screen of the terminal 210, thereby displaying the second action animation; or, the terminal 210 feeds back the control operation to the server 220, and the server 220 sends the animation rendering data of the second action animation to the terminal 210, and the terminal 210 displays the member virtual objects in the specified virtual object group performing the second action animation in cooperation with the master virtual object based on the animation rendering data.
  • the above-mentioned terminals include but are not limited to mobile terminals such as mobile phones, tablet computers, portable laptops, intelligent voice interaction devices, smart home appliances, and vehicle-mounted terminals, and can also be implemented as desktop computers, etc.; the above-mentioned servers can be independent physical servers, or server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms.
  • mobile terminals such as mobile phones, tablet computers, portable laptops, intelligent voice interaction devices, smart home appliances, and vehicle-mounted terminals, and can also be implemented as desktop computers, etc.
  • the above-mentioned servers can be independent physical servers, or server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications,
  • cloud technology refers to a hosting technology that unifies a series of resources such as hardware, applications, and networks in a wide area network or a local area network to realize data calculation, storage, processing, and sharing.
  • the above-mentioned servers can also be implemented as nodes in a blockchain system.
  • the method for controlling virtual objects in a virtual scene provided by the present application is explained, and the method is applied to a terminal as an example. As shown in FIG. 3 , the method includes the following steps 310 to 330 .
  • Step 310 Display the master virtual object and member virtual objects in the designated virtual object group in the virtual scene.
  • the master virtual object is a virtual object independently configured in the master object configuration interface.
  • main control object configuration interface in the game, which is used to independently configure the main control virtual object controlled by the player. For example, the player switches the main control virtual object's dress-up clothes, virtual props, virtual mounts, etc. in the main control object configuration interface.
  • the designated virtual object group is used to indicate a selected virtual object group.
  • a master virtual object and member virtual objects in the designated virtual object group are displayed in a virtual scene.
  • a virtual object group is an object group composed of multiple member virtual objects of the same or different types.
  • the type is used to indicate the type of the member virtual objects, and the virtual object group may include member virtual objects of the same type or member virtual objects of different types.
  • the member virtual objects of the same type form a virtual object group, which is used to indicate that in a virtual object, the types of different member virtual objects are the same;
  • the member virtual objects of different types form a virtual object group, which is used to indicate that in a virtual object, the types of different member virtual objects may be different, for example: a virtual object group is composed of 3 virtual objects of type A and 2 virtual objects of type B.
  • the member virtual objects in the virtual object group are member virtual objects of the same type.
  • multiple candidate virtual object groups are included, for example, in virtual object group 1, 50 member virtual objects are included, and the 50 member virtual objects belong to the same type of virtual objects, such as: all 50 member virtual objects belong to the melee infantry type virtual objects.
  • multiple candidate virtual object groups are included.
  • virtual object group 2 5 member virtual objects are included, and the 5 member virtual objects belong to the same type of virtual objects, such as: the 5 member virtual objects are all mage-type virtual objects, etc.
  • the number of member virtual objects in the virtual object group is configured by default, for example: there are 50 member virtual objects fixed in virtual object group 1; or, the number of member virtual objects in the virtual object group is configured by the player, for example: the player configures virtual object group 1 to include 30 member virtual objects; or, the number of member virtual objects in the virtual object group changes with the progress of the game, for example: the number of member virtual objects increases as the level of the virtual object controlled by the player increases, Every time the level of the virtual object controlled by the player increases, a member virtual object is added to the virtual object group 1, and so on.
  • virtual object group A is a candidate virtual object group displayed in the virtual object group selection interface, the candidate virtual object group is a cavalry-type virtual object group, and the member virtual objects therein are cavalry-type virtual objects; or, virtual object group B is a candidate virtual object group displayed in the virtual object group selection interface, the candidate virtual object group is a melee infantry-type virtual object group, and the member virtual objects therein are melee infantry-type virtual objects.
  • the virtual object group selection interface includes virtual object group A, virtual object group B, and virtual object group C.
  • virtual object group A is a cavalry type virtual object group
  • virtual object group B is a melee infantry type virtual object group
  • virtual object group C is a long-range artillery type virtual object group, that is, different candidate virtual object groups correspond to different types of virtual objects.
  • the types of virtual objects corresponding to different candidate virtual object groups may be the same.
  • the virtual object group selection interface includes virtual object group A, virtual object group B, and virtual object group C.
  • virtual object group A is a virtual object group of cavalry type
  • virtual object group B is a virtual object group of melee infantry type
  • virtual object group C is also a virtual object group of melee infantry type, that is, the types of virtual objects corresponding to different candidate virtual object groups may be the same (the type of virtual object group A is the same as the type of virtual object group C).
  • the type of virtual object corresponds to the virtual combat mode of the virtual object in the virtual scene.
  • virtual object group A is a cavalry-type virtual object group
  • virtual object group B is a melee infantry-type virtual object group. According to the difference in virtual object types, different virtual object types correspond to different virtual combat methods.
  • the virtual battle method corresponding to the cavalry type is used for the virtual battle, such as: the virtual objects of the virtual object group A attack the enemy virtual objects on horseback, and the attack method of attacking on horseback is used as the virtual battle method corresponding to the cavalry type.
  • the virtual battle method corresponding to the melee infantry type is used for the virtual battle, such as: the virtual objects of the virtual object group B use virtual spears on virtual ground to attack enemy virtual objects within a certain distance, and the attack method of using virtual spears on virtual ground is used as the virtual battle method corresponding to the melee infantry type, etc.
  • the member virtual objects in virtual object group C are virtual objects for placing obstacles, and when the member virtual objects in virtual object group C engage in a virtual battle in a virtual scene, obstacles are placed at the positions determined by the players; alternatively, virtual obstacles are placed in front of the current positions of the member virtual objects, etc.
  • the above-mentioned method of placing obstacles is called “barricades", and “barricades” are used to assist in virtual battles.
  • a virtual object group selection interface is displayed; based on the selection operation of the designated virtual object group from the plurality of candidate virtual object groups, the master virtual object and the member virtual objects in the designated virtual object group are displayed in the virtual scene.
  • the virtual object group selection interface is used to provide a selection of at least one candidate virtual object from the plurality of candidate virtual object groups.
  • the player selects at least one virtual object group from the plurality of candidate virtual object groups as the designated virtual object group, thereby implementing a selection operation on the designated virtual object group.
  • the multiple candidate virtual object groups include a candidate virtual object group M, a candidate virtual object group L, and a candidate virtual object group N.
  • the player selects candidate virtual object group M from the three candidate virtual object groups as the designated virtual object group, thereby displaying the main control virtual object and the member virtual objects in the candidate virtual object group M in the virtual scene, so that the member virtual objects in the candidate virtual object group M participate in the virtual battle; or, based on combat needs, the player selects candidate virtual object group M and virtual object group N from the three candidate virtual object groups as the designated virtual object group, thereby displaying the main control virtual object, the member virtual objects in the candidate virtual object group M, and the member virtual objects in the candidate virtual object group N in the virtual scene, so that the member virtual objects in the candidate virtual object group M and the member virtual objects in the virtual object group N participate in the virtual battle, etc.
  • At least one of the plurality of candidate virtual object groups is selected. One less candidate virtual object group is recommended.
  • the virtual combat demand corresponding to the melee virtual scene is usually implemented as a melee demand.
  • the candidate virtual object group M among the above three candidate virtual object groups is a candidate virtual object group composed of melee infantry-type member virtual objects. Based on the above melee demand, the candidate virtual object group M is recommended.
  • the candidate virtual object group M is recommended in a special effect manner, for example, highlighting the selection box corresponding to the candidate virtual object group M to implement the process of recommending the candidate virtual object group M; or, the candidate virtual object group M is recommended in an enlarged manner, for example, enlarging the selection box corresponding to the candidate virtual object group M to implement the process of recommending the candidate virtual object group M, etc.
  • the candidate virtual object group indicated by the recommendation result is used as the recommended virtual object group, and a selection operation on the recommended virtual object group is received, so that the master virtual object and the member virtual objects in the recommended virtual object group are displayed in the virtual scene.
  • Step 320 In response to receiving a first control operation on the master virtual object, display a first action animation of the master virtual object executing the first control operation in the virtual scene.
  • the first control operation is used to indicate the operation mode of controlling the master virtual object to perform a corresponding action in the virtual scene. For example, if the first control operation is used to control the master virtual object to perform an attack action in the virtual scene, then based on the first control operation, the master virtual object is controlled to attack in the virtual scene; or, if the first control operation is used to control the master virtual object to run in the virtual scene, then based on the first control operation, the master virtual object is controlled to run in the virtual scene; or, if the first control operation is used to control the master virtual object to crawl forward in the virtual scene, then based on the first control operation, the master virtual object is controlled to crawl forward in the virtual scene, etc. Based on the received first control operation on the master virtual object, the first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene is displayed.
  • the first action animation is used to display the action form corresponding to the first control operation.
  • the first control operation is used to control the master virtual object to perform an attack action in the virtual scene, then the first action animation corresponding to the first control operation is implemented as an attack animation; or, the first control operation is used to control the master virtual object to run in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a running animation; or, the first control operation is used to control the master virtual object to crawl in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a crawling animation, etc.
  • Step 330 In response to receiving a second control operation on the designated virtual object group, displaying a second action animation of the designated virtual object group executing in the virtual scene in cooperation with the master virtual object.
  • the second control operation is used to indicate an operation method of controlling the virtual object group to cooperate with the main control virtual object to perform actions in the virtual scene.
  • the member virtual objects in the designated virtual object group are controlled to enter a target cooperation mode.
  • the player can select a cooperation mode for the designated virtual object group, thereby selecting and controlling the virtual battle state of the designated virtual object group.
  • a target cooperation mode in response to receiving a trigger operation on a cooperation mode selection control, a target cooperation mode is determined.
  • multiple cooperation mode selection controls are displayed in the virtual scene, and different cooperation mode selection controls correspond to different cooperation modes.
  • the target cooperation mode for the virtual combat of the member virtual objects in the specified object group is determined.
  • the target cooperation mode is used to instruct the team member virtual objects to cooperate with the main control virtual object in the virtual battle.
  • the team member virtual objects move, attack, and the like in the virtual scene based on the target coordination mode, thereby cooperating with the main control virtual object to perform a virtual battle in the virtual scene.
  • the target coordination mode is the follow mode, then after the target coordination mode is determined, the member virtual objects in the specified virtual object group follow the main control virtual object in the virtual scene; or, if the target coordination mode is the hold mode, then after the target coordination mode is determined, the member virtual objects in the specified virtual object group hold at the specified position in the virtual scene.
  • member virtual objects in a designated virtual object group are controlled to switch to a target cooperation mode.
  • the member virtual objects in the specified virtual object group are in a coordination mode
  • the member virtual objects in the specified virtual object group are controlled to switch to a target coordination mode.
  • the member virtual objects in a specified virtual object group are displayed in a virtual scene, the member virtual objects are in the default cooperation mode (such as cooperation mode A).
  • the member virtual objects in the specified virtual object group are controlled to switch to cooperation mode B (ie, target cooperation mode); or, after controlling the member virtual objects in the specified virtual object group to enter cooperation mode A, the player wants the member virtual objects to cooperate with the main control virtual object in cooperation mode B, then the cooperation mode is switched to switch the current cooperation mode A to cooperation mode B, so that the member virtual objects in the specified virtual object group assist the main control virtual object in cooperation mode B.
  • the second action animation corresponding to the target coordination mode is displayed in the virtual scene by the virtual object of the team member. Schematically, after the player selects the target coordination mode, the second action animation is displayed, and the second action animation is used to show the virtual object of the team member performing the action corresponding to the target coordination mode in the virtual scene.
  • the second action animation includes a member virtual object performing an action animation corresponding to the target cooperation mode toward the hostile virtual object.
  • the hostile virtual object is used to indicate a virtual object in a different camp from the main virtual object. In the virtual scene, the camp corresponding to the main virtual object and the camp corresponding to the hostile virtual object conduct a virtual battle.
  • the member virtual objects in the designated virtual object group and the main control virtual object belong to the same camp of virtual objects.
  • the member virtual objects assist the main control virtual object to attack the hostile virtual object.
  • the member virtual objects assist the main control virtual object in accordance with the target coordination mode. For example, when the target coordination mode is implemented as the follow mode, the member virtual objects follow the main control virtual object to produce a multiple attack effect on the hostile virtual object; or, when the target coordination mode is implemented as the hold mode, the member virtual objects follow the instructions of the main control virtual object to form a designated formation at the designated position, and establish a defensive barrier through the designated formation to reduce the enemy virtual object's desire to search for the enemy, thereby effectively protecting the garrison area or the main control virtual object indicated by the designated formation.
  • the preset area behind the virtual objects of the team members in the designated formation is used as the garrison area indicated by the designated formation; or, the preset area surrounded by the virtual objects of the team members in the designated formation is used as the garrison area indicated by the designated formation, etc.
  • the team member virtual objects in the designated formation attack the enemy virtual objects based on the player's control; or, in response to the enemy virtual objects being within the preset attack range of the designated formation, the enemy virtual objects are automatically attacked, etc.
  • the target coordination mode when the team member virtual objects are controlled to attack the enemy virtual objects, the enemy virtual objects are attacked according to the virtual combat mode corresponding to the team member virtual objects.
  • the team member virtual object when the team member virtual object is a melee infantry type virtual object, when the team member virtual object is controlled to attack the hostile virtual object, the team member virtual object is controlled to attack the hostile virtual object within a certain range on the virtual ground, such as using the virtual spear configured by the team member virtual object itself to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the team member virtual object on the hostile virtual object.
  • the virtual combat method of the melee infantry type virtual object is: using the virtual spear to attack the hostile virtual object within a certain range.
  • the team member virtual object when the team member virtual object is a cavalry type virtual object, when the team member virtual object is controlled to attack the hostile virtual object, the team member virtual object is controlled to attack the hostile virtual object within a certain range on horseback, such as using a virtual sword configured by the team member virtual object itself to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the team member virtual object on the hostile virtual object.
  • the virtual combat method of the cavalry type virtual object is: using a virtual sword to attack the hostile virtual object, etc.
  • the main control virtual object when a selection operation is received for a designated virtual object group, the main control virtual object independently configured in the main control object configuration interface and the member virtual objects in the designated virtual object group are displayed in the virtual scene; when a first control operation is received for the main control virtual object, the main control virtual object is displayed to execute a first action animation corresponding to the first control operation; when a second control operation is received for the designated virtual object group, the designated virtual object group is displayed to execute a second action in cooperation with the main control virtual object.
  • the above method can prevent players from playing the game only by manipulating the main control virtual object.
  • the member virtual objects in the designated virtual object group can be mobilized to cooperate with the main control virtual object to perform Virtual battles not only enrich the gameplay, but also help players to launch more comprehensive and powerful attacks on enemy virtual objects, greatly enhancing the realism of the virtual scene interface and improving the player's gaming experience.
  • the target coordination mode includes a holding mode, and the holding mode is used to instruct the team member virtual objects to arrange in a specified formation at a specified position for virtual combat.
  • the method for controlling virtual objects in the virtual scene in the embodiment shown in FIG3 above can also be implemented as the following steps 410 to 440.
  • Step 410 Display the master virtual object and member virtual objects in the designated virtual object group in the virtual scene.
  • the master virtual object is a virtual object independently configured in the master object configuration interface.
  • a virtual object group selection interface is displayed.
  • the virtual object group selection interface is used to provide a selection of at least one candidate virtual object from a plurality of candidate virtual object groups.
  • the candidate virtual object group is used to indicate a virtual object group for a player to select, each virtual object group includes at least one member virtual object, and in a virtual object group, different member virtual objects belong to the same type of virtual objects.
  • the virtual object group is an object group composed of multiple member virtual objects of the same type or different types.
  • the virtual object group is an example, which is an object group composed of multiple member virtual objects of the same type.
  • Virtual objects of the same type are used to indicate that the virtual objects have the same combat method in the virtual battle.
  • virtual object group A includes 30 member virtual objects, and the 30 member virtual objects belong to the same type of virtual objects, all of which are melee infantry type virtual objects. In the virtual battle, they all use the equipped virtual props to attack the hostile virtual objects within a certain range.
  • multiple virtual object groups may correspond, wherein the member virtual objects in each virtual object group belong to the same category of virtual objects.
  • FIG5 it is a schematic diagram of the interface for selecting a virtual object group, which includes multiple virtual objects 510 participating in a virtual battle, a candidate virtual object group column 520, and a thumbnail 530 of a virtual scene.
  • multiple virtual objects 510 are used to indicate virtual objects belonging to the same camp as the main control virtual object; the candidate virtual object group column 520 includes at least one candidate virtual object group.
  • the candidate virtual object groups stored in the candidate virtual object group column 520 are used to indicate candidate virtual object groups that can be selected and switched during the virtual battle.
  • multiple candidate virtual object groups are adjusted. For example, by triggering the add control 540 in the candidate virtual object group column 520, an add operation is performed on the candidate virtual object group shown in FIG. 5; or by triggering the flip control 550 in the candidate virtual object group column 520, other selected virtual object groups are displayed, etc.
  • the master virtual object and member virtual objects in the designated virtual object group are displayed in the virtual scene.
  • the candidate virtual object group 521 is used as the designated virtual object group, and the master virtual object and the member virtual objects in the candidate virtual object group 521 are displayed in the virtual scene.
  • the virtual object group selection interface is an interface displayed before the virtual game starts; or, the virtual object group selection interface is an interface displayed after the virtual game starts.
  • the virtual object group selection interface is displayed first, and after the designated virtual object group is selected in the virtual object group selection interface, the start of the virtual game is triggered; when the virtual object group selection interface is an interface displayed after the start of the virtual game, after the start of the virtual game is triggered, the display of the virtual object group selection interface is triggered in the virtual game, and the designated virtual object group is selected in the virtual object group selection interface as the virtual object group of the slave master virtual object.
  • the multiple candidate virtual object groups displayed in the above-mentioned virtual object group selection interface are virtual object groups configured in the object group management interface.
  • the object group management interface can be an interface that is triggered and displayed separately before the game starts, or it can be an interface that is triggered and displayed separately after the game starts; or, when the virtual object group selection interface is displayed before the game starts, the object group management interface can be an interface displayed based on the virtual object group selection interface before the game starts; when the virtual object group selection interface is displayed after the game starts, the object group management interface can be an interface displayed based on the virtual object group selection interface after the game starts.
  • the object group management interface is displayed before the virtual game starts, and the object group management interface is displayed through the object group selection interface.
  • the group management interface configures the candidate virtual object groups, and then before the game starts, multiple candidate virtual object groups obtained through the object group management interface configuration are displayed in the virtual object group selection interface.
  • a virtual object group selection interface is displayed, and based on a configuration trigger operation on a candidate virtual object group in the virtual object group selection interface, an object group management interface is displayed, and based on an update operation on the candidate virtual object group in the object group management interface, the configuration information of the candidate virtual object group in the virtual object group selection interface is updated.
  • the interface is jumped to the object group management interface shown in FIG. 6 to update the configuration of the candidate virtual object group, such as adding the candidate virtual object group.
  • an object group management interface is displayed, candidate virtual object groups are configured through the object group management interface, and then after the game starts, multiple candidate virtual object groups configured through the object group management interface are displayed in the virtual object group selection interface.
  • a virtual object group selection interface is displayed, based on a configuration trigger operation on the candidate virtual object groups in the virtual object group selection interface, an object group management interface is displayed, and based on an update operation on the candidate virtual object groups in the object group management interface, the configuration information of the candidate virtual object groups in the virtual object group selection interface is updated.
  • the above-mentioned virtual object group selection interface is taken as an example as the interface displayed before the start of the virtual game. That is, before the start of the virtual game, the object group management interface is displayed according to the trigger operation, and the candidate virtual object groups are configured through the object group management interface; according to the game trigger operation, the virtual object group selection interface is displayed, and multiple candidate virtual object groups configured through the object group management interface are displayed in the virtual object group selection interface.
  • the candidate virtual object group before displaying the virtual object group selection interface, is configured through the object group management interface; or after displaying the virtual object group selection interface, the candidate virtual object group is updated and configured through the object group management interface.
  • the object group management interface is used to configure and manage the candidate virtual object group.
  • the player combines one or more virtual objects of the same type in the object group management interface to obtain a candidate virtual object group, and the virtual objects that make up the candidate virtual object group are the member virtual objects in the candidate virtual object group.
  • the player can configure multiple candidate virtual object groups displayed in the object group management interface separately, for example: equip the member virtual objects in candidate virtual object group A with virtual gun props; or delete or add member virtual objects in candidate virtual object group A; or change the name of the candidate virtual object group; or adjust the arrangement order of the candidate virtual object groups in the object group management interface, etc.
  • multiple candidate virtual object groups are displayed based on a default configuration of the application.
  • the candidate virtual object group is a virtual object group configured by default, and the member virtual objects included therein are virtual objects configured by default in the virtual object group.
  • candidate virtual object group 1 is a virtual object group composed of 50 non-player character (NPC) melee infantry type virtual objects; or, candidate virtual object group 2 is a virtual object group composed of 20 NPC cavalry type virtual objects, etc.
  • At least one virtual object of the same type is formed into a virtual object group, and multiple candidate virtual object groups are displayed.
  • the player has 7 virtual objects, including two cavalry-type virtual objects, three melee infantry-type virtual objects, and two ranged infantry-type virtual objects.
  • the player uses a custom configuration method to form at least one virtual object of the same type into a virtual object group.
  • the player forms one/two cavalry-type virtual objects into a virtual object group A; or, the player forms one/two/three melee infantry-type virtual objects into a virtual object group B; or, the player forms one/two ranged infantry-type virtual objects into a virtual object group C, etc. That is: the player can select at least one virtual object from multiple virtual objects of the same type to form a virtual object group based on a self-configuration method.
  • different virtual object groups are formed according to differences in types and levels of virtual objects.
  • the virtual objects of the infantry type include virtual objects of the melee infantry type and virtual objects of the ranged infantry type.
  • the infantry type is taken as the first-level category, and the melee infantry type and the ranged infantry type are taken as the second-level categories subordinate to the first-level categories.
  • the member virtual objects therein may include both the melee infantry type and the ranged infantry type; when a melee infantry type is obtained based on the second-level categories, the member virtual objects therein may include both the melee infantry type and the ranged infantry type.
  • the member virtual objects therein are virtual objects of the melee infantry type; when a virtual object group of ranged infantry is obtained based on the second-level type, the member virtual objects therein are virtual objects of the ranged infantry type.
  • remote-type virtual objects include virtual objects of bow and arrow type, virtual objects of musket type, and virtual objects of artillery type.
  • the remote type is taken as the first-level category
  • the bow and arrow type, musket type, and artillery type are taken as the second-level categories subordinate to the first-level categories.
  • the member virtual objects therein may include virtual objects of bow and arrow type, virtual objects of musket type, and virtual objects of artillery type; when a musket type virtual object group is obtained based on the second-level categories, the member virtual objects therein are virtual objects of musket type; when a bow and arrow type virtual object group is obtained based on the second-level categories, the member virtual objects therein are virtual objects of bow and arrow type; when an artillery type virtual object group is obtained based on the second-level categories, the member virtual objects therein are virtual objects of artillery type, and so on.
  • FIG6 it is a schematic diagram of the interface of the object group management interface.
  • the category of “melee infantry” 610 four virtual object groups are included, and different virtual object groups have corresponding object group levels.
  • the level of virtual object group 611 is level 12
  • the level of virtual object group 612 is level 12
  • the level of virtual object group 613 is level 2
  • the level of virtual object group 614 is level 1.
  • virtual object group 611, virtual object group 612, virtual object group 613, and virtual object group 614 belong to the virtual object group corresponding to the category of “melee infantry” 610, the member virtual objects in virtual object group 611, virtual object group 612, virtual object group 613, and virtual object group 614 all belong to the virtual object of the category of “melee infantry”.
  • virtual object group 621 whose level is 1. Since the virtual object group 621 belongs to the virtual object group corresponding to the category of "ranged infantry” 620, the member virtual objects in the virtual object group 621 all belong to the virtual objects of the category of "ranged infantry”.
  • more virtual object groups can be displayed in the object group management interface.
  • other virtual object groups under the category of "long-range infantry" 620 are obtained; or, other types of virtual object groups are obtained, etc.
  • virtual object groups can also increase as the level of the master virtual object increases. For example, when the master virtual object is at level 20, virtual object group M is obtained, and when the master virtual object is at level 50, virtual object group D and virtual object group L are obtained.
  • the type of virtual object corresponds to the virtual combat mode of the virtual object in the virtual scene.
  • a virtual object of the "melee infantry” type uses virtual props to attack enemy virtual objects within a certain range in a virtual scene, performing a virtual combat method corresponding to the "melee infantry” type; or a virtual object of the "cavalry” type attacks enemy virtual objects on horseback in a virtual scene, performing a virtual combat method corresponding to the "cavalry” type, etc.
  • the master virtual object and member virtual objects in the designated virtual object group are displayed in the virtual scene.
  • the designated virtual object group is determined based on a selection operation of the player on the designated virtual object group from the plurality of candidate virtual object groups.
  • the virtual object group selection interface is switched to the virtual scene interface, and the master virtual object and member virtual objects in the designated virtual object group are displayed in the virtual scene.
  • the main control virtual object is used to indicate the virtual object controlled by the player.
  • the member virtual objects in the designated virtual object group are used to assist the main control virtual object in virtual combat.
  • the main control virtual object controlled by the player and the member virtual objects in the virtual object group 521 are displayed in the virtual scene that is jumped and displayed.
  • the main control virtual object controlled by the player is a virtual general
  • the virtual object group 521 is a virtual soldier group.
  • the virtual general and multiple virtual soldiers in the virtual soldier group i.e., member virtual objects
  • the selected at least one candidate virtual object group is displayed on the virtual object group selection interface.
  • the selected at least one candidate virtual object group includes a designated virtual object group; and the virtual object group selection interface is used to indicate an interface before entering the virtual scene.
  • Step 420 In response to receiving a first control operation on the master virtual object, display a first action animation of the master virtual object executing the first control operation in the virtual scene.
  • the first control operation is used to indicate the operation mode of controlling the master virtual object to perform a corresponding action in the virtual scene.
  • a first action animation corresponding to the master virtual object performing the first control operation in the virtual scene is displayed.
  • the first action animation is used to display the action form corresponding to the first control operation.
  • Step 430 In response to the selection operation of the persistence mode, an arrangement setting operation of the specified virtual object group is received.
  • the holding mode is used to instruct the team member virtual objects to arrange in a specified formation at a specified position for virtual combat;
  • the arrangement setting operation is used to determine the specified positions of the team member virtual objects in the specified virtual object group in the virtual scene.
  • the player triggers the control corresponding to the hold mode in the cooperation mode selection control through the cooperation mode selection control to implement the selection operation of the hold mode; or, in response to the main control virtual character not performing the cooperation mode selection process within a preset time period, the hold mode is selected as the target cooperation mode to implement the selection process of the hold mode, etc.
  • the team member virtual objects are in the hold mode, and assist the main control virtual object in coping with the virtual battle in the hold mode.
  • a first scene map corresponding to the field of view of the master virtual object is displayed.
  • the first hold operation is received, and the first hold operation is used to determine a first designated position arranged in a designated formation.
  • a first scene map corresponding to the field of view of the master virtual object is displayed, that is, the first scene map is used to indicate the field of view coverage area of the master virtual object in the virtual scene.
  • the field of view of the master virtual object is a circular range of 50 meters in the virtual scene, that is, a circular range with a radius of 50 meters and the master virtual object as the center is used as the field of view of the master virtual object; or, the field of view of the master virtual object is a sector-shaped area facing 140° and 200 meters away, and the sector-shaped area is used as the field of view of the master virtual object, etc.
  • the field of view of the master virtual object is used as the area range displayed on the first scene map.
  • the field of view of the master virtual object is the circular area
  • the circular area in the virtual scene is used as the area range displayed on the first scene map
  • the fan-shaped area in the virtual scene is used as the area range displayed on the first scene map.
  • the area corresponding to the field of view of the master virtual object is displayed as a selectable area, and the area outside the field of view of the master virtual object is displayed as an unselectable area.
  • a selection operation of a first designated position in the first scene map is received, and the first designated position is used as the designated position corresponding to the holding mode.
  • a selection operation of the first designated position in the first scene map is received, thereby determining the designated position for arranging the designated formation.
  • the player clicks on a point in the first scene map and uses the point as the first designated position, thereby realizing the selection operation on the first designated position; or, the player selects an area in the first scene map and uses the area surrounded by the selection operation as the first designated position, thereby realizing the selection operation on the first designated position, etc.
  • the field of view of the main control virtual object is displayed as a selectable area, and the area outside the field of view of the main control virtual object is displayed as an unselectable area. That is, the player can perform the first designated position selection operation on the selectable area corresponding to the field of view of the main control virtual object, but cannot perform the first designated position selection operation on the unselectable area outside the field of view of the main control virtual object, etc.
  • a zoom operation is performed on the position point in the first scene map to realize the zooming process of the position point area, for example: a double-click operation, a long press operation, etc. are performed on the position point in the first scene map, and the double-click operation and the long press operation are used as the above-mentioned zooming operation; in response to receiving a selection operation on the position point area, the selection process of the first designated position is realized, so that the player can more accurately and meticulously determine the designated position for arranging the designated formation.
  • the above game is a PC game
  • the first scene map is displayed; a click operation on the first designated position on the first scene map is received, and the first designated position is used as the designated position corresponding to the persistence mode.
  • the first scene map is displayed; the player clicks the first designated position on the first scene map with the mouse, and the first designated position is used as the designated position corresponding to the persistence mode.
  • a second scene map corresponding to the virtual scene is displayed, wherein the area displayed on the second scene map is the scene area corresponding to all virtual scenes.
  • a second hold operation is received, and the second hold operation is used to determine the second designated position of the designated formation.
  • a second scene map corresponding to the virtual scene is displayed, that is, the entire virtual scene is displayed in the second scene map.
  • a selection operation of a second designated position in the second scene map is received, and the second designated position is used as the designated position corresponding to the holding mode.
  • a selection operation of the second designated position in the second scene map is received, so as to determine the designated position for arranging the designated formation.
  • the player clicks on a point in the second scene map and uses the point as the second designated location, thereby implementing a selection operation on the second designated location; or, the player selects an area in the second scene map and uses the area surrounded by the selection operation as the second designated location, thereby implementing a selection operation on the second designated location, etc.
  • the above game is a PC game, which displays the second scene map based on the player's double-click operation on the designated key "X" on the keyboard; the player clicks the second designated position on the second scene map with the mouse, and uses the second designated position as the designated position corresponding to the persistence mode.
  • the lens of the interface displayed on the terminal is zoomed out to display a larger scene area, and the scene area is used as the second scene map, which is conducive to the player's designated position determination process for the second scene map, and then determines the second designated position on the second scene map.
  • the above implementation scheme of performing different operations on designated keys to display different scene maps is only a schematic example.
  • the player can also display the second scene map by long pressing the designated key, or display the first scene map by double-clicking the designated key, etc.;
  • the player can also define different implementation results for different operations in a customized manner, so as to facilitate the player to implement the self-setting process according to habit, and the embodiment of the present application is not limited to this.
  • a default position point around the master virtual object is used as a designated position corresponding to the stick mode.
  • a third hold operation is received.
  • the default position point in front of the main control virtual object is used as the designated position corresponding to the hold mode, that is: the default position point in front of the main control virtual object is used as the designated position when the member virtual objects are arranged in a designated formation; or, according to the third hold operation, the default position point behind the main control virtual object is used as the designated position corresponding to the hold mode; or, according to the third hold operation, the default position point on the side of the main control virtual object is used as the designated position corresponding to the hold mode.
  • the above game is a PC game.
  • the default position point around the main control virtual object is used as the designated position corresponding to the hold mode, so that the member virtual objects are arranged in a designated formation at the default position point.
  • Step 440 Based on the arrangement setting operation, the virtual objects of the team members are displayed in a specified formation and arranged at the specified positions.
  • the action animation arranged in a specified formation at a specified position is used as the above-mentioned second action animation.
  • the member virtual objects in the designated virtual object group are moved to the designated positions determined by the arrangement setting operation.
  • the member virtual objects in the designated virtual object group are arranged in a designated formation at the designated position with the designated position indicated by the arrangement setting operation as the center.
  • the designated formation is used to indicate the distribution of the pre-configured formation.
  • the designated formation is a dense formation, that is, the member virtual objects are arranged in a dense square arrangement in the virtual scene to achieve the purpose of resisting attacks; or, the designated formation is a wedge formation. That is, the member virtual objects are arranged in a wedge arrangement in the virtual scene to achieve the purpose of a comprehensive sprint attack; or, the designated formation is a semi-arc formation, that is, the member virtual objects are arranged in a semi-arc arrangement in the virtual scene to achieve the purpose of protecting the generals in the center, etc.
  • the member virtual objects in the designated virtual object group are arranged in a first formation at a designated position.
  • a position adjustment animation of the member virtual objects in the virtual scene is displayed.
  • the formation conversion operation is used to control the formation of the member virtual objects in the virtual scene to switch from a first formation to a second formation, that is, the formation conversion operation is used to convert the first formation in which the member virtual objects are arranged at the current moment to the second formation.
  • the member virtual objects move in the virtual scene, thereby changing the position of at least one member virtual object in the virtual scene. Based on the movement process of the member virtual objects, the position adjustment animation of the member virtual objects in the virtual scene is displayed.
  • the member virtual objects in the designated virtual object group are displayed to be arranged in a second formation at a designated position.
  • the member virtual objects are controlled to be converted from the first formation to the second formation, so that the second formation of the member virtual objects is arranged at the designated position.
  • the first formation in which the member virtual objects are arranged at the current moment is a dense square formation.
  • the position adjustment animation of the member virtual objects in the virtual scene is displayed to convert the rectangular formation into a second formation presenting a wedge formation, and the wedge formation is displayed in the virtual scene.
  • the position coordinates corresponding to the virtual objects of different team members in a specified formation are determined according to the formation distribution, and when the virtual objects of the team members are controlled to move in the virtual scene, the virtual objects of different team members move to the corresponding position coordinates.
  • a point is randomly selected from the virtual scene as the origin of the coordinate system and the coordinate system is constructed.
  • the virtual scene is implemented as a three-dimensional (3D) scene
  • the lower left corner of the virtual scene is used as the origin of the coordinate system
  • a spatial rectangular coordinate system is established to determine the position coordinates corresponding to the virtual objects of different members
  • 2D two-dimensional
  • the position coordinates corresponding to the different member virtual objects under the designated formation are determined with the designated position as the center.
  • the designated formation is a dense square formation
  • the designated virtual object group includes 6 member virtual objects.
  • the position coordinates of the 6 member virtual objects are determined to be (2, 2, 5), (2, 3, 5), (2, 4, 5), (3, 2, 5), (3, 3, 5) and (3, 4, 5), respectively, and the 6 member virtual objects are controlled to move to the corresponding position coordinates.
  • the member virtual objects are controlled to adjust their positions to convert the first formation indicated by the above-mentioned designated formation into the second formation.
  • the position coordinates of the member virtual objects under the second formation are determined, and when the control is converted from the first formation to the second formation, the member virtual objects are controlled to move to the corresponding position coordinates.
  • the second action animation includes the team member virtual object performing an action corresponding to the target cooperation mode toward the hostile virtual object.
  • the second action animation when the second action animation is implemented as the above-mentioned action animation of arranging at a specified position in a specified formation, the second action animation includes the team member virtual objects arranging at the specified position in a specified formation and performing an action animation corresponding to the target cooperation mode toward the enemy virtual object.
  • the hostile virtual object is used to indicate a virtual object that is in a different camp from the main virtual object.
  • the camp corresponding to the main virtual object and the camp corresponding to the hostile virtual object conduct a virtual battle.
  • the member virtual objects assist the main virtual object to attack the hostile virtual object.
  • the hostile virtual object is attacked according to the virtual combat mode corresponding to the team member virtual object.
  • the team member virtual object when the team member virtual object is a melee infantry type virtual object, when the team member virtual object is controlled to attack the hostile virtual object, the team member virtual object is controlled to attack the hostile virtual object within a certain range on the virtual ground, such as using the virtual spear configured by the team member virtual object itself to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the team member virtual object on the hostile virtual object.
  • the virtual combat method of the melee infantry type virtual object is: using the virtual spear to attack the hostile virtual object within a certain range.
  • the team member virtual object when the team member virtual object is a cavalry type virtual object, when the team member virtual object is controlled to attack the hostile virtual object, the team member virtual object is controlled to attack the hostile virtual object within a certain range on horseback, such as using a virtual sword configured by the team member virtual object itself to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the team member virtual object on the hostile virtual object.
  • the virtual combat method of the cavalry type virtual object is: using a virtual sword to attack the hostile virtual object, etc.
  • a method in which a virtual object of a team member performs a virtual battle in a virtual scene when the target coordination mode is implemented as a holding mode.
  • an arrangement setting operation of the virtual object group is received, so that according to the designated position of the virtual object of the team member indicated by the arrangement setting operation in the virtual scene, the virtual objects of the team member are controlled to arrange in formation at the designated position, and the action animation of the virtual objects of the team member arranged in the designated position in the designated formation is displayed.
  • the holding mode enables the virtual objects of the team members to attack the virtual objects of the enemy in the designated formation, which can assist the main control virtual object in resisting the attack of the virtual object of the enemy to a certain extent, and can also exert the stronger combat effectiveness of the virtual objects of the team members, thereby producing a stronger attack effect on the virtual objects of the enemy, and improving the user experience of the players.
  • the target coordination mode includes a follow mode
  • the follow mode is used to instruct the member virtual objects in the specified virtual object group to follow the master virtual object in the virtual scene.
  • the method for controlling virtual objects in the virtual scene in the embodiment shown in FIG3 above can also be implemented as the following steps 710 to 740.
  • Step 710 Display the master virtual object and member virtual objects in the designated virtual object group in the virtual scene.
  • the master virtual object is a virtual object independently configured in the master object configuration interface.
  • the virtual object group selection interface jumps to an interface corresponding to the virtual scene, and the main control virtual object and member virtual objects in the specified virtual object group are displayed in the virtual scene.
  • a virtual object group selection interface is displayed.
  • the virtual object group selection interface is used to provide a selection of at least one candidate virtual object from a plurality of candidate virtual object groups.
  • a virtual object group is an object group composed of a plurality of member virtual objects of the same or different types.
  • the player can select a candidate virtual object group through the virtual object group selection interface to carry out a virtual battle process; in addition, the player can set the master virtual object through the master virtual object setting interface to carry out a virtual battle process.
  • FIG8 it is a schematic diagram of the setting interface of the main control virtual object, which includes the main control virtual object 810, object information 820 corresponding to the main control virtual object 810, such as: the level of the main control virtual object 810 (level 28), the attribute points of the main control virtual object 810, etc.; in addition, it also includes the equipment status 830 of the main control virtual object 810, such as: the virtual props equipped by the main control virtual object 810, the virtual clothing equipped by the main control virtual object 810 (virtual helmet, virtual one, virtual The player can set the master virtual object 810 through the setting interface of the master virtual object.
  • the equipment status 830 of the main control virtual object 810 such as: the virtual props equipped by the main control virtual object 810, the virtual clothing equipped by the main control virtual object 810 (virtual helmet, virtual one, virtual
  • the player can set the master virtual object 810 through the setting interface of the master virtual object.
  • multiple candidate virtual object groups are displayed based on a default configuration of the application.
  • At least one virtual object of the same type is grouped into a virtual object group, and a plurality of candidate virtual object groups are displayed.
  • the player can choose to add other virtual objects of the same type to the virtual object group to achieve the purpose of expanding the virtual object group; or, the player can choose to remove the virtual object of his choice from the virtual object group to achieve the purpose of shrinking the virtual object group, etc.
  • a third melee infantry-type virtual object of the same type is added to the virtual object group D to achieve the purpose of expanding the virtual object group; or, after obtaining the virtual object group D consisting of the two melee infantry-type virtual objects, remove (e.g., randomly remove or selectively remove) a melee infantry-type virtual object from the two melee infantry-type virtual objects to achieve the purpose of reducing the virtual object group.
  • a virtual object can be in multiple virtual object groups at the same time.
  • three virtual objects of melee infantry type include virtual object a of melee infantry type, virtual object b of melee infantry type and virtual object c of melee infantry type.
  • the virtual object a of melee infantry type and the virtual object b of melee infantry type form a virtual object group ab;
  • the virtual object b of melee infantry type and the virtual object c of melee infantry type form a virtual object group bc, etc.
  • Step 710 has been introduced in the above-mentioned steps 310 and 410 and will not be described again here.
  • Step 720 In response to receiving a first control operation on the master virtual object, display a first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene.
  • the first control operation is used to indicate the operation mode of controlling the master virtual object to perform a corresponding action in the virtual scene.
  • the first action animation is used to show the action form corresponding to the first control operation.
  • Step 720 has been introduced in the above step 320 and will not be repeated here.
  • Step 730 in response to the selection operation of the follow mode, controlling the member virtual objects in the designated virtual object group to move toward the master virtual object.
  • the cooperation mode includes the above-mentioned follow mode. After the follow mode is selected, the member virtual objects in the designated virtual object group are controlled to move toward the master virtual object.
  • the player uses the cooperation mode selection control to trigger the control corresponding to the follow mode in the cooperation mode selection control to implement the selection operation of the follow mode; or, based on the default configuration of the game, after entering the game, the follow mode is selected by default to implement the selection operation of the follow mode, etc.
  • different cooperation modes correspond to different mode controls, and based on the player's triggering operation on the mode control corresponding to the follow mode, the selection operation of the follow mode is implemented.
  • the member virtual objects in the designated virtual object group are controlled to accelerate toward the master virtual object to reach the vicinity of the master virtual object as soon as possible.
  • Step 740 displaying a follow-up attack action animation of the team member virtual object maintaining a preset distance range with the master virtual object in the virtual scene.
  • the following attack action animation is used as the second action animation.
  • the member virtual object reaches the vicinity of the main control virtual object, based on the following mode, the member virtual object is kept within a preset distance range of the main control virtual object.
  • the member virtual objects in the designated virtual object group are controlled to attack the hostile virtual object.
  • the main control area range is the preset attack range of the main control virtual object in the follow mode.
  • the member virtual object when the member virtual object is in a follow mode of following the master virtual object, it is detected whether there is a hostile virtual object within the master control area of the master virtual object, and when there is a hostile virtual object within the master control area, the member virtual objects in the designated virtual object group are controlled to attack the hostile virtual object. For example, when there is a hostile virtual object within the master control area, the member virtual objects in the designated virtual object group automatically attack the hostile virtual object.
  • the member virtual object in the designated virtual object group in response to the presence of a hostile virtual object in a member area of the member virtual object, is controlled to attack the hostile virtual object.
  • the member area is a preset attack range of the master virtual object in the follow mode.
  • a member virtual object when a member virtual object is in a follow mode of following a master virtual object, it is detected whether there is a hostile virtual object within the member master region of the member virtual object, and when there is a hostile virtual object within the member region, the member virtual objects in the designated virtual object group are controlled to attack the hostile virtual object. For example, when there is a hostile virtual object within the member region, the member virtual objects in the designated virtual object group automatically attack the hostile virtual object.
  • an attack animation of the member virtual objects in the designated virtual object group automatically attacking the hostile virtual object is displayed.
  • the member virtual objects in the designated virtual object group automatically attack the hostile virtual object and display the corresponding attack animation in the virtual scene.
  • the member virtual object when the player controls the main virtual object to attack the hostile virtual object G, based on the member virtual object being in follow mode, the member virtual object follows the main virtual object and attacks the hostile virtual object G; or, when the player controls the main virtual object to attack the hostile virtual object G, based on the member virtual object being in follow mode, the distance between the hostile virtual object G and other hostile virtual objects in the same camp as the hostile virtual object G and the member virtual object is determined, and the member virtual object automatically attacks the nearest hostile virtual object, etc.
  • the member virtual objects in the designated virtual object group are equipped with the first virtual prop.
  • the designated virtual object group is a virtual object group of the "melee infantry” type, that is, the member virtual objects included in the designated virtual object group are virtual objects of the "melee infantry” type.
  • the first virtual prop as a virtual spear as an example
  • each member virtual object is equipped with a virtual spear; or, in the designated virtual object group, there is at least one member virtual object equipped with a virtual spear.
  • the second virtual prop is different from the first virtual prop.
  • the first virtual prop is the virtual spear mentioned above; the second virtual prop is a virtual sword.
  • all virtual objects of the virtual object group switch the virtual spear to a virtual sword and display a corresponding switching animation; or, when a prop switching operation is received, some virtual objects of the virtual object group switch the virtual spear to a virtual sword and display a corresponding switching animation, so that in the virtual scene after the prop switching operation, some virtual objects of the virtual object group are equipped with virtual spears and some virtual objects are equipped with virtual swords.
  • a method for virtual objects of members to conduct virtual battles in a virtual scene is introduced when the target coordination mode is implemented as a follow mode.
  • the virtual objects of the members in the specified virtual object group are controlled to move toward the main control virtual object, and the follow-up attack action animation of the virtual objects of the members in the virtual scene is displayed to keep the virtual objects of the members within a preset distance range with the main control virtual object, so that the virtual objects of the members in the follow mode are kept within a preset distance range with the main control virtual object, and when there are hostile virtual objects within the main control area of the main control virtual object, the virtual objects of the members are controlled to attack the hostile virtual objects, so that the virtual objects of the members can attack the hostile virtual objects more quickly while protecting the main control virtual objects, so as to assist the main control virtual objects to better participate in the game and enhance the game experience of the players.
  • a virtual combat mode is corresponding to a designated virtual object group, and the virtual combat mode is realized by attacking skills of virtual objects of members in the designated virtual object group.
  • the combat mode attacks the enemy virtual object and displays the corresponding attack animation.
  • FIG9 the method for controlling the virtual object in the virtual scene in the embodiment shown in FIG3 above can also be implemented as the following steps 910 to 932 .
  • Step 910 Display the master virtual object and member virtual objects in the designated virtual object group in the virtual scene.
  • a virtual scene schematic diagram as shown in FIG. 10 is displayed, which includes a master virtual object 1010 and a plurality of member virtual objects 1030 in the designated virtual object 1020 .
  • Step 920 In response to receiving a first control operation on the master virtual object, display a first action animation of the master virtual object executing the first control operation in the virtual scene.
  • the first control operation is used to indicate an operation method of controlling the master virtual object to perform a corresponding action in the virtual scene.
  • Step 920 has been introduced in the above step 320 and will not be repeated here.
  • member virtual objects in the specified virtual object group are controlled to enter a target cooperation mode.
  • the target cooperation mode is the cooperation mode of the member virtual object with the main control virtual object in the virtual battle.
  • the target coordination mode includes at least one of a holding mode, a following mode, and an attack mode.
  • the holding mode is used to instruct the team members' virtual objects to arrange themselves in a specified formation at a specified position for a virtual battle.
  • the follow mode is used to instruct the member virtual objects in the specified virtual object group to follow the master virtual object in the virtual scene.
  • the attack mode is used to instruct a search for hostile virtual objects within a preset attack range corresponding to a specified virtual object group.
  • the member virtual objects in the specified virtual object group attack the hostile virtual object; or, in response to the presence of a hostile virtual object within the preset attack range, attack the member virtual objects in the specified virtual object group attack the member virtual objects in the virtual object group corresponding to the hostile virtual object, etc.
  • a coordination mode selection control is displayed in the virtual scene for selecting the coordination mode.
  • the coordination mode selection control includes a follow mode selection control 1041, a hold mode selection control 1042, and an attack mode selection control 1043.
  • the letters before different selection controls indicate the way to trigger the selection control. For example, by triggering the C key, the selection operation of the follow mode selection control 1041 is realized; by triggering the X key, the selection operation of the hold mode selection control 1042 is realized; by triggering the V key, the selection operation of the attack mode selection control 1043 is realized.
  • the hold mode selection control 1042 appears in the "selected state" (the control box is highlighted), and the hold mode corresponding to the hold mode selection control 1042 is the target coordination mode entered by the member virtual object.
  • the member virtual objects in the specified virtual object group are NPC characters of the same type and with the same attributes.
  • multiple member virtual objects are virtual objects of the "melee infantry" type, and have the same appearance, the same skill attributes, etc.
  • the virtual combat method when attacking the hostile virtual object is determined according to the type of the member virtual object.
  • an attack action animation of the team member virtual object attacking the hostile virtual object through the corresponding attack skill is displayed, wherein the attack action animation is used as the second action animation.
  • the target coordination mode is implemented as a sticking mode for illustration.
  • member virtual objects in a designated virtual object group are arranged in a designated formation at a designated position in the virtual scene.
  • FIG11 Schematically, as shown in FIG11 , it is a schematic diagram of the interface for determining the formation in the holding mode.
  • Formation 3D User Interface Schematically, when the player selects a formation, the formation point information corresponding to each member virtual object will appear in the virtual scene in the form of arrow 1110 UI.
  • the direction pointed by arrow 1110 is the default direction of the member virtual object.
  • the member virtual object will move to the specified position based on arrow 1110.
  • the group information of the designated virtual object group is displayed at the lower left of the virtual scene, so that the player can determine the virtual battle data of the designated virtual object group 1010 through the group information.
  • the specified virtual object group is in the holding mode, and the group information of the specified virtual object group corresponds to the holding mode, wherein the group information includes a formation control 1051 for controlling formation information, a control for controlling attacking The attack skill control 1052 for displaying attack skill information and the columnar life bar 1053 for the team member's virtual object.
  • the group information includes a formation control 1051 for controlling formation information, a control for controlling attacking The attack skill control 1052 for displaying attack skill information and the columnar life bar 1053 for the team member's virtual object.
  • the formation control 1051 is used to switch the arrangement formation of the member virtual objects, for example: when the F1 key is triggered, the first formation of the member virtual objects is displayed; when the F2 key is triggered, the second formation of the member virtual objects is displayed, wherein the first formation is different from the second formation.
  • the arrangement formations corresponding to different designated virtual object groups may be different. As shown in FIG.
  • the group information when another virtual object group is used as the designated virtual object group in the persistence mode wherein when the F1 key is triggered, the first formation of the member virtual objects in the virtual object group is displayed; when the F2 key is triggered, the second formation of the member virtual objects in the virtual object group is displayed; when the F3 key is triggered, the third formation of the member virtual objects in the virtual object group is displayed, and so on.
  • the attack skill control 1052 is used to switch the attack skills of the team member virtual object. For example, when the number key 1 is triggered, the attack animation of the team member virtual object performing the first attack skill is displayed; when the number key 2 is triggered, the attack animation of the team member virtual object performing the second attack skill is displayed; when the number key 3 is triggered, the attack animation of the team member virtual object performing the third attack skill is displayed, wherein the first attack skill, the second attack skill and the third attack skill are different.
  • the columnar life bar 1053 of the member virtual object is used to assist the player in determining the life value of the member virtual object in the specified virtual object.
  • the life value data of the multiple member virtual objects are sorted and displayed in a columnar form from high to low.
  • the attack animation of the member virtual object on the hostile virtual object through the corresponding attack skill is displayed.
  • the attack skills have different characteristics.
  • attack skills are classified based on the triggering method, including at least one type of attack skills triggered once and attack skills of permanent switches.
  • a one-time triggered attack skill is used to indicate that after the player triggers the skill control corresponding to the attack skill, the team member virtual object begins to attack the hostile virtual object.
  • the attack skill enters a cooling time; after the cooling time ends, the player can trigger the skill control corresponding to the attack skill again.
  • the display of the attack skill controls is included, and the attack skill controls include a first attack skill control 1210, a second attack skill control 1220, a third attack skill control 1230, a fourth attack skill control 1240, and a fifth attack skill control 1250.
  • the third attack skill control 1230 corresponds to a one-time triggered attack skill, that is, when the player triggers the third attack skill control 1230, the third attack skill control 1230 is in a "cooling" state, until the cooling time is over, the player can trigger the third attack skill control 1230 again to implement the third attack skill corresponding to the third attack skill control 1230.
  • the attack skill of the permanent switch is used to indicate that after the player triggers the skill control corresponding to the attack skill, the team member virtual object starts to attack the hostile virtual object.
  • the skill control corresponding to the attack skill is in a constantly lit state until the player triggers the skill control corresponding to the attack skill again, stopping the attack process of attacking the hostile virtual object.
  • the display of the attack skill controls is shown, which includes a first attack skill control 1310 , a second attack skill control 1320 , and a third attack skill control 1330 .
  • the third attack skill control 1330 corresponds to the attack skill of the permanent switch, that is: when the player triggers the third attack skill control 1330, the third attack skill control 1330 is in a "constantly on” state until the player triggers the skill control corresponding to the attack skill again, canceling the "constantly on” state of the third attack skill control 1330.
  • the attack skills are classified based on the execution conditions of the attack skills, including at least one type of chain attack skills, weapon-bound attack skills, and value slot-associated attack skills.
  • an attack skill after an attack skill is triggered by a button, it transforms into another attack skill; or, an attack skill
  • the trigger condition is that the team member's virtual object is in another attack skill.
  • member virtual objects in certain designated virtual object groups can switch virtual weapons during a virtual battle, and after switching virtual weapons, the member virtual objects can have different attack skills.
  • the member virtual objects in some designated virtual object groups have unique attack power value slots, and the attack power data slots are accumulated in the following ways: an attack power value slot that grows over time; an attack power value slot that grows due to damage to hostile virtual objects; an attack power value slot that grows due to damage from hostile virtual objects, etc.
  • the attack power value slot reaches a specific data value
  • the corresponding attack skill of the member virtual object is triggered; or, when the attack power value slot reaches a specific data value, the corresponding attack skill of the member virtual object is triggered by consuming the attack power value slot, etc.
  • the attack skills are classified based on the interaction mode of the attack skills, including at least one of implementing the attack skills in an interactive designated area and spontaneously executing the attack skills.
  • the team member's virtual object automatically detects the hostile virtual object within a certain area and attacks the detected hostile virtual object; or, after the player triggers the attack control corresponding to the attack skill, the team member's virtual object automatically moves in the virtual scene and detects the hostile virtual object, and attacks the hostile virtual object when the hostile virtual object is detected.
  • the designated virtual object group includes a virtual cavalry object group, and the virtual cavalry object group includes a plurality of member virtual cavalry objects.
  • step 330 as shown in FIG. 3 may also be implemented as the following step 931 .
  • Step 931 in the target coordination mode, display the movement animation of the team member virtual cavalry object sprinting towards the hostile virtual object on the virtual horse; display the attack animation of the team member virtual cavalry object using the sprint attack skill on the hostile virtual object within the attack range.
  • the sprint attack skill is the attack skill corresponding to the team member virtual cavalry object.
  • the member virtual cavalry objects when the designated virtual object group is implemented as a virtual cavalry object group, when the hostile virtual object is attacked by the member virtual cavalry objects in the designated virtual object group, based on the virtual combat mode corresponding to the virtual cavalry object group, the member virtual cavalry objects perform a sprint attack on the hostile virtual object on horse, that is: with the help of the rapid movement of the virtual horse in the virtual scene, a sprint movement is performed toward the hostile virtual object to launch a stronger attack on the hostile virtual object, and an attack animation of a sprint attack skill is performed on the hostile virtual object within the attack range.
  • the designated virtual object group includes a virtual spear object group
  • the virtual spear object group includes a plurality of member virtual spear objects.
  • step 330 shown in FIG. 3 can also be implemented as the following step 932 .
  • Step 932 In the target cooperation mode, display the throwing action animation of the team member's virtual spear object throwing the virtual spear at the hostile virtual object.
  • the throwing skill is the attack skill corresponding to the team member's virtual spear object.
  • the designated virtual object group is implemented as a virtual spear object group
  • the hostile virtual object is attacked by the virtual spear objects of the members in the designated virtual object group, based on the virtual combat mode corresponding to the virtual spear object group, the virtual spear objects of the members realize the attack process of attacking the hostile virtual object by throwing the virtual spear to the position point or position area determined by the player, that is: with the help of the virtual spear, a stronger attack is made on the hostile virtual object.
  • a first virtual object group is displayed in the virtual scene; during the virtual battle, in response to receiving a switching operation to switch the virtual object group, the first virtual object group is canceled and the second virtual object group is displayed.
  • the designated virtual object group 1020 is used as the first virtual object group.
  • multiple candidate virtual object groups can be displayed. The player selects the multiple candidate virtual object groups and determines the selected second virtual object group to implement the switching operation of the virtual object group, so that in the virtual scene, the first virtual object group is canceled and the second virtual object group is displayed.
  • the multiple candidate virtual object groups displayed are virtual object groups pre-configured by the player.
  • the multiple candidate virtual object groups displayed during the game are multiple virtual object groups pre-configured by the player through the object group management interface.
  • an attack animation of member virtual objects in the designated virtual object group attacking the designated area indicated by the area selection operation is displayed.
  • FIG14 Schematically, as shown in FIG14 , it is a schematic diagram of an interface for determining a designated area.
  • Designated area 3DUI When executing a skill that requires attacking the designated area 1410, the designated area 1410 is selected by clicking, selecting a frame, etc.
  • the designated area 1410 is implemented as a circular area projection as shown in FIG. 13 , so that the team member virtual object can attack the designated area 1410.
  • the team member virtual object 1420 is a virtual object that throws a virtual spear.
  • the team member virtual object 1420 throws a virtual spear to the designated area 1410, thereby implementing an attack operation to attack the designated area 1410.
  • an attack animation of a member virtual object in the specified virtual object group sprinting and attacking in the specified direction indicated by the directional sprint operation is displayed.
  • FIG15 it is a schematic diagram of the interface for determining the specified direction.
  • Specified direction 3DUI triggered when executing a skill that requires attacking in the specified direction 1510, the process of determining the specified direction 1510 is achieved by sliding the mouse, long pressing a key (such as the ⁇ key), and other operations.
  • the specified direction 1510 is determined by the direction in which the mouse is slid, the specified direction 1510 is implemented as a directional area segment generated in the direction indicated by the mouse, and the team member virtual object sprints along the area segment corresponding to the specified direction 1510, and the attack animation of the sprint attack is displayed in the virtual scene.
  • the above method can prevent players from playing the game only by manipulating the main virtual object.
  • the member virtual objects in the specified virtual object group are mobilized to cooperate with the main virtual object for virtual combat. This not only enriches the gameplay, but also helps players to launch more comprehensive and powerful attacks on enemy virtual objects, greatly enhancing the realism of the virtual scene interface and improving the player's gaming experience.
  • FIG. 16 is a structural block diagram of a device for controlling a virtual object in a virtual scene provided by an exemplary embodiment of the present application. As shown in FIG. 16 , the device includes the following parts:
  • the object display module 1610 is used to display the master virtual object and the member virtual objects in the specified virtual object group in the virtual scene, wherein the master virtual object is a virtual object independently configured in the master object configuration interface;
  • An action display module 1620 is configured to display, in response to receiving a first control operation on the master virtual object, a first action animation of the master virtual object executing the first control operation in the virtual scene;
  • the action display module 1620 is further configured to display, in response to receiving a second control operation on the designated virtual object group, a second action animation of the designated virtual object group executing in the virtual scene in coordination with the master virtual object.
  • the device further comprises:
  • An interface display module 1630 is used to display a virtual object group selection interface, wherein the virtual object group selection interface is used to provide a selection of at least one candidate virtual object from a plurality of candidate virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type or different types;
  • the action display module 1620 is used to display the master virtual object and the member virtual objects in the designated virtual object group in the virtual scene based on the selection operation of the designated virtual object group from the multiple candidate virtual object groups.
  • the action display module 1620 is also used to control the member virtual objects in the specified virtual object group to enter a target cooperation mode in response to receiving the second control operation for the specified virtual object group, and the target cooperation mode is used to instruct the member virtual objects to cooperate with the main control virtual object in the virtual battle; and display the member virtual objects to perform a second action animation corresponding to the target cooperation mode in the virtual scene.
  • the target coordination mode includes a sticking mode, wherein the sticking mode is used to indicate the The team member virtual objects are arranged in a specified formation at a specified position for virtual combat;
  • the action display module 1620 is also used to receive an arrangement setting operation for the specified virtual object group in response to a selection operation for the persistence mode, the arrangement setting operation being used to determine the specified positions of the team member virtual objects in the specified virtual object group in the virtual scene; based on the arrangement setting operation, the team member virtual objects are displayed in the virtual scene arranged in the specified formation at the specified position, and the action animation of the team member virtual objects arranged in the specified formation at the specified position is used as the second action animation.
  • the action display module 1620 is also used to, in response to receiving a first persist operation, display a first scene map corresponding to the field of view of the master virtual object; receive a selection operation for a first designated position in the first scene map, and use the first designated position as the designated position corresponding to the persist mode; or, in response to receiving a second persist operation, display a second scene map corresponding to the virtual scene; receive a selection operation for a second designated position in the second scene map, and use the second designated position as the designated position corresponding to the persist mode.
  • the action display module 1620 is further configured to, in response to receiving a third hold operation, use a default position point around the master virtual object as the designated position corresponding to the hold mode.
  • the member virtual objects in the designated virtual object group are arranged in a first formation at the designated position; the action display module 1620 is also used to display a position adjustment animation of the member virtual objects in the virtual scene in response to receiving a formation conversion operation, and the formation conversion operation is used to control the formation of the member virtual objects in the virtual scene from the first formation to the second formation; and display the member virtual objects in the designated virtual object group to be arranged in the second formation at the designated position.
  • the target coordination mode includes a follow mode, and the follow mode is used to instruct the member virtual objects in the specified virtual object group to follow the main control virtual object in the virtual scene; the action display module 1620 is also used to control the member virtual objects in the specified virtual object group to move toward the main control virtual object in response to the selection operation of the follow mode; display the follow-up attack action animation of the member virtual objects in the virtual scene maintaining a preset distance range with the main control virtual object, and use the follow-up attack action animation as the second action animation.
  • the action display module 1620 is also used to control the member virtual objects in the designated virtual object group to attack the hostile virtual object in response to the presence of the hostile virtual object within the main control area of the master virtual object in the follow mode, and the main control area range is the preset attack range of the master virtual object in the follow mode; and display the attack animation of the member virtual object attacking the hostile virtual object in the follow mode in the corresponding virtual combat mode.
  • the action display module 1620 is also used to display an attack animation of the member virtual objects in the designated virtual object group automatically attacking the hostile virtual object in response to receiving an attack operation of the master virtual object on the hostile virtual object.
  • the member virtual objects in the designated virtual object group are equipped with a first virtual prop
  • the action display module 1620 is also used to display a switching animation of at least one member virtual object in the designated virtual object group switching the first virtual prop to a second virtual prop in response to receiving a prop switching operation, and the second virtual prop is different from the first virtual prop.
  • the designated virtual object group corresponds to a virtual combat mode
  • the virtual combat mode is realized by the attack skills of the member virtual objects in the designated virtual object group
  • the action display module 1620 is also used to display, in the target cooperation mode, an attack action animation of the member virtual objects attacking the hostile virtual objects through the corresponding attack skills, and use the attack action animation as the second action animation.
  • the designated virtual object group includes a virtual cavalry object group, and the virtual cavalry object group includes a plurality of member virtual cavalry objects;
  • the action display module 1620 is also used to display, in the target coordination mode, a movement animation of the member virtual cavalry object sprinting toward the hostile virtual object on a virtual horse; and an attack action animation of the member virtual cavalry object performing a sprint attack skill on the hostile virtual object within the attack range.
  • the sprint attack skill is the attack skill corresponding to the team member's virtual cavalry object.
  • the designated virtual object group includes a virtual spear object group, which includes multiple member virtual spear objects; the action display module 1620 is also used to display the throwing action animation of the member virtual spear object throwing the virtual spear at the hostile virtual object in the target cooperation mode, and the throwing skill is the attack skill corresponding to the member virtual spear object.
  • the above method can prevent players from playing the game only by manipulating the main virtual object.
  • the member virtual objects in the specified virtual object group are mobilized to cooperate with the main virtual object for virtual combat. This not only enriches the gameplay, but also helps players to launch more comprehensive and powerful attacks on enemy virtual objects, greatly enhancing the realism of the virtual scene interface and improving the player's gaming experience.
  • the device for controlling virtual objects in a virtual scene provided in the above embodiment is only illustrated by the division of the above functional modules.
  • the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the device for controlling virtual objects in a virtual scene provided in the above embodiment and the method embodiment for controlling virtual objects in a virtual scene belong to the same concept. The specific implementation process is detailed in the method embodiment, which will not be repeated here.
  • FIG17 shows a block diagram of an electronic device 1700 provided by an exemplary embodiment of the present application.
  • the electronic device 1700 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer.
  • the electronic device 1700 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
  • the electronic device 1700 includes a processor 1701 and a memory 1702.
  • the processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the memory 1702 may include one or more computer-readable storage media, which may be non-transitory.
  • the electronic device 1700 also includes one or more sensors.
  • the one or more sensors include, but are not limited to, proximity sensors, gyroscope sensors, and pressure sensors.
  • the electronic device 1700 also includes other components. Those skilled in the art will appreciate that the structure shown in FIG. 17 does not constitute a limitation on the electronic device 1700, and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
  • the embodiment of the present application also provides a computer device, which can be implemented as a terminal or a server as shown in Figure 2.
  • the computer device includes a processor and a memory, in which at least one instruction, at least one program, code set or instruction set is stored, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the method of controlling a virtual object in a virtual scene provided by the above-mentioned method embodiments.
  • An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the method of controlling a virtual object in a virtual scene provided by the above-mentioned method embodiments.
  • the embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for controlling a virtual object in a virtual scene described in any of the above embodiments.
  • the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk.
  • the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM).
  • ReRAM resistance random access memory
  • DRAM dynamic random access memory

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

一种虚拟场景中控制虚拟对象的方法、装置、设备及产品,涉及计算机技术领域。该方法包括:在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象(310);响应于接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画(320);响应于接收到对指定虚拟对象组的第二控制操作,显示指定虚拟对象组在虚拟场景中执行配合主控虚拟对象的第二动作动画(330)。

Description

虚拟场景中控制虚拟对象的方法、装置、设备及产品
本申请要求于2022年10月31日提交的申请号为202211352320.4、发明名称为“虚拟场景中控制虚拟对象的方法、装置、设备及产品”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及计算机技术领域,特别涉及一种虚拟场景中控制虚拟对象的方法、装置、设备及产品。
背景技术
随着文化娱乐生活水平的提高,人们对虚拟世界的生活体验和要求也越来越高,游戏作为虚拟世界的一种表现方式,成为众多人释放压力的渠道。目前的游戏应用中,玩家可以通过操控虚拟对象在虚拟环境中进行奔跑、格斗等动作进行游戏过程。
相关技术中,玩家通常只能对主控虚拟对象进行控制,以使得主控虚拟对象在虚拟场景中向玩家选择的方向进行移动,或者对敌方进行攻击。
然而,仅仅对主控虚拟对象进行控制,有时会使得玩家的游戏体验感较差,当进行游戏对局时,有些游戏任务更适合主控虚拟对象与多个虚拟角色配合完成,此时若选择在游戏中召唤其他虚拟对象,易耽误游戏进程,影响玩家的游戏效率。
发明内容
本申请实施例提供了一种虚拟场景中控制虚拟对象的方法、装置、设备及产品,使得玩家借助指定虚拟对象组中的组员虚拟对象,配合主控虚拟对象对敌方虚拟对象进行更全面、更有力地攻击,避免玩家只能通过对主控虚拟对象进行操控的方式进行游戏,提升游戏体验。所述技术方案如下。
一方面,提供了一种虚拟场景中控制虚拟对象的方法,由计算机设备执行,所述方法包括:
在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象,其中,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象;
响应于接收到对所述主控虚拟对象的第一控制操作,显示所述主控虚拟对象在所述虚拟场景中执行所述第一控制操作对应的第一动作动画;
响应于接收到对所述指定虚拟对象组的第二控制操作,显示所述指定虚拟对象组在所述虚拟场景中执行配合所述主控虚拟对象的第二动作动画。
另一方面,提供了一种虚拟场景中控制虚拟对象的装置,所述装置包括:
对象显示模块,用于在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象,其中,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象;
动作显示模块,用于响应于接收到对所述主控虚拟对象的第一控制操作,显示所述主控虚拟对象在所述虚拟场景中执行所述第一控制操作对应的第一动作动画;
所述动作显示模块,还用于响应于接收到对所述指定虚拟对象组的第二控制操作,显示所述指定虚拟对象组在所述虚拟场景中执行配合所述主控虚拟对象的第二动作动画。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述本申请实施例中任一所述虚拟场景中控制虚拟对象的方法。
另一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述本申请实施例中任一所述的虚拟场景中控制虚拟对象的 方法。
另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟场景中控制虚拟对象的方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
在虚拟场景中显示在主控对象配置界面中独立配置的主控虚拟对象,以及指定虚拟对象组中的组员虚拟对象;当接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象执行第一控制操作对应的第一动作动画,当接收到对指定虚拟对象组的第二控制操作,显示指定虚拟对象组执行配合主控虚拟对象的第二动作。上述方法能够避免玩家只通过对主控虚拟对象进行操控的方式进行游戏,通过对指定虚拟对象组的第二控制操作,调动指定虚拟对象组中的组员虚拟对象配合主控虚拟对象进行虚拟对战,不仅丰富了游戏玩法,也有利于玩家对敌方虚拟对象进行更全面、更有力地攻击,大大增强了虚拟场景界面的真实感,提升了玩家的游戏体验。
附图说明
图1是本申请一个示例性实施例提供的终端的结构框图;
图2是本申请一个示例性实施例提供的实施环境示意图;
图3是本申请一个示例性实施例提供的虚拟场景中控制虚拟对象的方法流程图;
图4是本申请另一个示例性实施例提供的虚拟场景中控制虚拟对象的方法流程图;
图5是本申请一个示例性实施例提供的虚拟对象组选择界面的示意图;
图6是本申请一个示例性实施例提供的对象管理组界面的示意图;
图7是本申请再一个示例性实施例提供的虚拟场景中控制虚拟对象的方法流程图;
图8是本申请再一个示例性实施例提供的主控虚拟对象的设置界面示意图;
图9是本申请又一个示例性实施例提供的虚拟场景中控制虚拟对象的方法流程图;
图10是本申请一个示例性实施例提供的虚拟场景的界面示意图;
图11是本申请一个示例性实施例提供的坚守模式下进行阵型确定的界面示意图;
图12是本申请一个示例性实施例提供的攻击技能控件的界面示意图;
图13是本申请另一个示例性实施例提供的攻击技能控件的界面示意图;
图14是本申请一个示例性实施例提供的确定指定区域的界面示意图;
图15是本申请一个示例性实施例提供的确定指定方向的界面示意图;
图16是本申请一个示例性实施例提供的虚拟场景中控制虚拟对象的装置的结构图;
图17是本申请一个示例性实施例提供的终端结构框图。
具体实施方式
首先,针对本申请实施例中涉及的名词进行简单介绍。
虚拟世界:是应用程序在终端上运行时显示(或提供)的虚拟场景。该虚拟场景是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景、2.5维虚拟场景或三维虚拟场景中的任意一种,本申请对此不加以限定。
虚拟对象:是指在虚拟场景中可活动的虚拟角色,该可活动对象是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象。
虚拟道具:是指虚拟场景中的虚拟对象可使用的道具。以射击类游戏为例,射击类游戏中设置有投掷物道具,还设置有虚拟发射器、虚拟发射物等射击道具,其中该虚拟发射物是该虚拟发射器执行发射操作时射出的物体,投掷物道具和射击道具能够对被击中的虚拟对象造成伤害,还设置有虚拟芯片等技能道具,能够赋予装备的虚拟对象对应的操作权限。
战术竞技游戏:是指至少两个虚拟对象在虚拟环境中以单局对战模式进行竞技的游戏。虚拟对象通过躲避其他虚拟对象发起的攻击和虚拟环境中存在的危险(比如,毒气圈、沼泽 地等)来达到在虚拟环境中存活的目的,当虚拟对象在虚拟环境中的生命值为零时,虚拟对象在虚拟环境中的生命结束,最后存活在虚拟环境中的虚拟对象是获胜方。
虚拟对象组:是指玩家控制虚拟对象在虚拟环境中创建的团体,又被命名为虚拟兵团。该团体中包括至少一个组员虚拟对象,创建该团体的组员虚拟对象是该团体的团长,负责管理该团体的事务或组织该团体与其他团体在虚拟环境中进行对战。在游戏中设置有兵团任务,需要虚拟兵团中的组员虚拟对象协作完成,当完成兵团任务时,虚拟兵团将获得兵团奖励,虚拟兵团中的每个组员虚拟对象也将获得奖励。兵团通过提升等级招揽更多的成员,进一步扩大兵团规模。示意性的,一个虚拟对象组中包括同种类的组员虚拟对象,虚拟对象组的种类根据组员虚拟对象的种类确定。例如:虚拟对象组实现为远程炮兵兵团,则其中的组员虚拟对象为远程炮兵虚拟对象;或者,虚拟对象组实现为近战步兵兵团,则其中的组员虚拟对象为近战步兵虚拟对象;或者,虚拟对象组实现为骑兵兵团,则其中的组员虚拟对象为骑兵虚拟对象等。以上仅为示意性的举例,虚拟对象组还可以实现为远程弓箭兵团、远程火枪兵团、近程长柄兵团、近程盾兵兵团等多种形式,本申请实施例对此不加以限定。
本申请实施例中,提供了一种虚拟场景中控制虚拟对象的方法,使得玩家借助指定虚拟对象组中的组员虚拟对象,配合主控虚拟对象对敌方虚拟对象进行更全面、更有力地攻击,避免玩家只能通过对主控虚拟对象进行操控的方式进行游戏,提升游戏体验。针对本申请训练得到的虚拟场景中控制虚拟对象的方法,能够应用于手游场景、端游场景等多种游戏场景中,本申请实施例对此不加以限定。
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。例如,本申请中涉及到的虚拟对象数据、选择操作数据等都是在充分授权的情况下获取的。
图1示出了本申请一个示例性实施例提供的电子设备的结构框图。该电子设备100包括:操作系统120和应用程序122。
操作系统120是为应用程序122提供对计算机硬件的安全访问的基础软件。
应用程序122是支持虚拟环境的应用程序。可选地,应用程序122是支持三维虚拟环境的应用程序。该应用程序122可以是虚拟现实应用程序、三维地图程序、自走棋游戏、益智类游戏、第三人称射击游戏(Third-Person Shooting game,TPS)、第一人称射击游戏(First-Person Shooting game,FPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、多人枪战类生存游戏中的任意一种。该应用程序122可以是单机版的应用程序,比如单机版的三维游戏程序,也可以是网络联机版的应用程序。
其次,对本申请实施例中涉及的实施环境进行说明,示意性的,请参考图2,该实施环境中涉及终端210、服务器220和通信网络230,其中,终端210和服务器220通过通信网络230进行连接。本申请实施例提供的虚拟场景中控制虚拟对象的方法可以由终端210单独执行实现,也可以由服务器220执行实现,或者由终端210和服务器220通过数据交互实现,本申请实施例对此不加以限定。
终端210支持显示目标应用程序中的各种界面。示意性的,终端210通过目标应用程序显示虚拟场景界面、虚拟对象组选择界面等,其中,虚拟场景中包括主控虚拟对象、虚拟对象组、虚拟道具等;虚拟对象组选择界面用于提供在多个候选虚拟对象组中对至少一个候选虚拟对象进行选择,一个虚拟对象组由多个同种类或不同种类的组员虚拟对象组成的对象组。在终端210上显示的虚拟场景中,显示由玩家控制的主控虚拟对象以及指定虚拟对象组中的组员虚拟对象。其中,主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。可选地,在终端210接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。示意性的,终端210接收到第一控制操作后,将与第一控 制操作对应的渲染数据渲染至终端210的屏幕上,从而显示第一动作动画;或者,终端210向服务器220反馈该控制操作,由服务器220向终端210发送第一动作动画的动画渲染数据,终端210基于该动画渲染数据显示主控虚拟对象执行第一控制操作对应的第一动作动画。
可选地,在终端210接收到对指定虚拟对象组的第二控制操作,显示指定虚拟对象组在虚拟场景中执行配合主控虚拟对象的第二动作动画。示意性的,终端210接收到第二控制操作后,将与第二控制操作对应的渲染数据渲染至终端210的屏幕上,从而显示第二动作动画;或者,终端210向服务器220反馈该控制操作,由服务器220向终端210发送第二动作动画的动画渲染数据,终端210基于该动画渲染数据显示指定虚拟对象组中的组员虚拟对象执行配合主控虚拟对象的第二动作动画。
值得注意的是,上述终端包括但不限于手机、平板电脑、便携式膝上笔记本电脑、智能语音交互设备、智能家电、车载终端等移动终,也可以实现为台式电脑等;上述服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。其中,云技术(Cloud technology)是指在广域网或局域网内将硬件、应用程序、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。在一些实施例中,上述服务器还可以实现为区块链系统中的节点。
结合上述名词简介和应用场景,对本申请提供的虚拟场景中控制虚拟对象的方法进行说明,以该方法应用于终端为例进行说明,如图3所示,该方法包括如下步骤310至步骤330。
步骤310,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
其中,主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。
示意性的,游戏中存在有主控对象配置界面,主控对象配置界面用于对玩家所控制的主控虚拟对象进行独立配置。例如:玩家在主控对象配置界面中切换主控虚拟对象的装扮服饰、虚拟道具、虚拟坐骑等。
在一些实施例中,指定虚拟对象组用于指示被选择的虚拟对象组。
示意性的,基于对多个候选虚拟对象组中指定虚拟对象组的选择操作,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
可选地,虚拟对象组是由多个同种类或不同种类的组员虚拟对象组成的对象组。种类用于指示组员虚拟对象的类型,虚拟对象组中既可以包括同种类的组员虚拟对象,也可以包括不同种类的组员虚拟对象。其中,同种类的组员虚拟对象组成虚拟对象组,用于指示在一个虚拟对象中,不同组员虚拟对象的类型相同;不同种类的组员虚拟对象组成虚拟对象组,用于指示在一个虚拟对象中,不同组员虚拟对象的类型可能不同,例如:由3个A种类的虚拟对象以及2个B种类的虚拟对象组成一个虚拟对象组。
在本申请实施例中,以虚拟对象组中的组员虚拟对象为同种类的组员虚拟对象为例进行说明。示意性的,在一款虚拟战争游戏对应的虚拟对象组选择界面中,包括多个候选虚拟对象组,例如:在虚拟对象组1中,包括50个组员虚拟对象,50个组员虚拟对象属于同种类的虚拟对象,如:50个组员虚拟对象均属于近战步兵类型的虚拟对象。
示意性的,在一款虚拟竞技游戏对应的虚拟对象组选择界面中,包括多个候选虚拟对象组,例如:在虚拟对象组2中,包括5个组员虚拟对象,5个组员虚拟对象属于同种类的虚拟对象,如:5个组员虚拟对象均属于法师类型的虚拟对象等。
可选地,虚拟对象组中组员虚拟对象的数量为默认配置的,例如:虚拟对象组1中固定有50个组员虚拟对象;或者,虚拟对象组中组员虚拟对象的数量为玩家自行配置的,例如:玩家配置虚拟对象组1中包含30个组员虚拟对象;或者,虚拟对象组中组员虚拟对象的数量随游戏进程而变化,例如:组员虚拟对象的数量随玩家控制的虚拟对象的等级提升而增加, 玩家控制的虚拟对象的等级每升一级,在虚拟对象组1中增加一个组员虚拟对象等。
示意性的,虚拟对象组A为显示在虚拟对象组选择界面中的一个候选虚拟对象组,该候选虚拟对象组为骑兵类型的虚拟对象组,其中的组员虚拟对象为骑兵类型的虚拟对象;或者,虚拟对象组B为显示在虚拟对象组选择界面中的一个候选虚拟对象组,该候选虚拟对象组为近战步兵类型的虚拟对象组,其中的组员虚拟对象为近战步兵类型的虚拟对象。
可选地,不同候选虚拟对象组之间对应的虚拟对象种类不同。示意性的,在虚拟对象组选择界面中包括虚拟对象组A、虚拟对象组B以及虚拟对象组C。其中,虚拟对象组A是骑兵类型的虚拟对象组,虚拟对象组B是近战步兵类型的虚拟对象组,虚拟对象组C是远战炮兵类型的虚拟对象组,即:不同候选虚拟对象组之间对应的虚拟对象种类不同。
或者,不同候选虚拟对象组之间对应的虚拟对象种类可能相同。示意性的,在虚拟对象组选择界面中包括虚拟对象组A、虚拟对象组B以及虚拟对象组C。其中,虚拟对象组A是骑兵类型的虚拟对象组,虚拟对象组B是近战步兵类型的虚拟对象组,虚拟对象组C也是近战步兵类型的虚拟对象组,即:不同候选虚拟对象组之间对应的虚拟对象种类可能相同(虚拟对象组A的种类与虚拟对象组C的种类相同)。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
在一个可选的实施例中,虚拟对象种类对应虚拟对象在虚拟场景中的虚拟对战方式。
示意性的,虚拟对象组A为骑兵类型的虚拟对象组,虚拟对象组B为近战步兵类型的虚拟对象组,根据虚拟对象种类的差异,不同的虚拟对象种类对应不同的虚拟对战方式。
例如:虚拟对象组A中的组员虚拟对象为骑兵类型的虚拟对象,当虚拟对象组A中的组员虚拟对象在虚拟场景中进行虚拟对战时,采用与骑兵类型对应的虚拟对战方式进行虚拟对战,如:虚拟对象组A中的组员虚拟对象在马背上对敌方虚拟对象进行攻击,将马背上进行攻击的攻击方式作为与骑兵类型对应的虚拟对战方式。或者,虚拟对象组B中的组员虚拟对象为近战步兵类型的虚拟对象,当虚拟对象组B中的组员虚拟对象在虚拟场景中进行虚拟对战时,采用与近战步兵类型对应的虚拟对战方式进行虚拟对战,如:虚拟对象组B中的组员虚拟对象在虚拟地面上使用虚拟长矛对一定距离范围内的敌方虚拟对象进行攻击,将在虚拟地面上使用虚拟长矛的攻击方式作为与近战步兵类型对应的虚拟对战方式等。或者,虚拟对象组C中的组员虚拟对象为放置障碍物的虚拟对象,当虚拟对象组C中的组员虚拟对象在虚拟场景中进行虚拟对战时,在玩家确定的位置处放置障碍物;或者,在组员虚拟对象当前所处位置的前方放置虚拟障碍物等,将上述放置障碍物的方式称为“拒马”,通过“拒马”方式辅助进行虚拟对战。
在一个可选的实施例中,显示虚拟对象组选择界面;基于在多个候选虚拟对象组中对指定虚拟对象组的选择操作,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。其中,虚拟对象组选择界面用于提供在多个候选虚拟对象组中对至少一个候选虚拟对象进行选择。
可选地,在显示虚拟对象组选择界面中的多个候选虚拟对象组后,玩家从多个候选虚拟对象组中选择至少一个虚拟对象组作为指定虚拟对象组,实现对指定虚拟对象组的选择操作。
示意性的,多个候选虚拟对象组包括候选虚拟对象组M、候选虚拟对象组L以及候选虚拟对象组N,玩家从三个候选虚拟对象组中选择候选虚拟对象组M作为指定虚拟对象组,从而在虚拟场景中显示主控虚拟对象以及候选虚拟对象组M中的组员虚拟对象,使得候选虚拟对象组M中的组员虚拟对象参与虚拟对战;或者,玩家基于作战需要,从三个候选虚拟对象组中选择候选虚拟对象组M以及虚拟对象组N作为指定虚拟对象组,从而在虚拟场景中显示主控虚拟对象、候选虚拟对象组M中的组员虚拟对象以及候选虚拟对象组N中的组员虚拟对象,使得候选虚拟对象组M中的组员虚拟对象以及虚拟对象组N中的组员虚拟对象参与虚拟对战等。
在一个可选的实施例中,基于虚拟场景的虚拟对战需求,对多个候选虚拟对象组中的至 少一个候选虚拟对象组进行推荐。
示意性的,当虚拟场景实现为近战虚拟场景时,与近战虚拟场景对应的虚拟对战需求通常实现为近战需求,上述三个候选虚拟对象组中的候选虚拟对象组M是由近战步兵类型的组员虚拟对象组成的候选虚拟对象组,则基于上述近战需求,将候选虚拟对象组M进行推荐。
示意性的,以特效方式对候选虚拟对象组M进行推荐,例如:高亮候选虚拟对象组M对应的选择框,以实现对候选虚拟对象组M进行推荐的过程;或者,以放大方式对候选虚拟对象组M进行推荐,例如:对候选虚拟对象组M对应的选择框进行放大,以实现对候选虚拟对象组M进行推荐的过程等。可选地,将推荐结果所指示的候选虚拟对象组作为推荐虚拟对象组,接收对推荐虚拟对象组的选择操作,从而在虚拟场景中显示主控虚拟对象以及推荐虚拟对象组中的组员虚拟对象。
步骤320,响应于接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。
示意性的,第一控制操作用于指示控制主控虚拟对象在虚拟场景进行对应动作的操作方式。例如:第一控制操作用于控制主控虚拟对象在虚拟场景进行攻击动作,则基于该第一控制操作,控制主控虚拟对象在虚拟场景中进行攻击;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行奔跑,则基于该第一控制操作,控制主控虚拟对象在虚拟场景中进行奔跑;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行匍匐前进,则基于该第一控制操作,控制主控虚拟对象在虚拟场景中进行匍匐前进等。基于接收到的对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。
其中,第一动作动画用于展示第一控制操作所对应的动作形式。
例如:第一控制操作用于控制主控虚拟对象在虚拟场景进行攻击动作,则与该第一控制操作对应的第一动作动画实现为攻击动画;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行奔跑,则与该第一控制操作对应的第一动作动画实现为奔跑动画;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行匍匐前进,则与该第一控制操作对应的第一动作动画实现为匍匐前进动画等。
步骤330,响应于接收到对指定虚拟对象组的第二控制操作,显示指定虚拟对象组在虚拟场景中执行配合主控虚拟对象的第二动作动画。
示意性的,第二控制操作用于指示控制虚拟对象组在虚拟场景进行配合主控虚拟对象进行动作的操作方式。
在一个可选的实施例中,响应于接收到针对指定虚拟对象组的第二控制操作,控制指定虚拟对象组中的组员虚拟对象进入目标配合模式。可选地,在虚拟场景中显示主控虚拟对象以及指定虚拟对象组中的组员虚拟对象后,玩家能够对指定虚拟对象组的配合模式进行选择,从而对指定虚拟对象组的虚拟对战状态进行选择控制。
在一个可选的实施例中,响应于接收到对配合模式选择控件的触发操作,确定目标配合模式。示意性的,在虚拟场景中显示有多个配合模式选择控件,不同的配合模式选择控件对应不同的配合模式,基于玩家对配合模式选择控件的触发操作,确定指定对象组中的组员虚拟对象进行虚拟对战的目标配合模式。
其中,目标配合模式用于指示组员虚拟对象在虚拟对战中配合主控虚拟对象。
示意性的,在确定目标配合模式后,组员虚拟对象基于目标配合模式,在虚拟场景中进行移动、攻击等过程,从而配合主控虚拟对象在虚拟场景中进行虚拟对战。
例如:目标配合模式为跟随模式,则在确定目标配合模式后,指定虚拟对象组中的组员虚拟对象在虚拟场景中跟随主控虚拟对象;或者,目标配合模式为坚守模式,则在确定目标配合模式后,指定虚拟对象组中的组员虚拟对象在虚拟场景的指定位置处进行坚守。
在一个可选的实施例中,响应于接收到配合模式切换操作,控制指定虚拟对象组中的组员虚拟对象切换至目标配合模式。
示意性的,在指定虚拟对象组中的组员虚拟对象处于一种配合模式的条件下,在接收到配合模式的切换操作后,控制指定虚拟对象组中的组员虚拟对象切换至目标配合模式。
例如:在虚拟场景中显示指定虚拟对象组中的组员虚拟对象时,组员虚拟对象处于默认配合模式(如:配合模式A),在玩家对配合模式B对应的配合模式控件进行触发操作后,控制指定虚拟对象组中的组员虚拟对象切换至配合模式B(即:目标配合模式);或者,在控制指定虚拟对象组中的组员虚拟对象进入配合模式A后,玩家想要组员虚拟对象以配合模式B对主控虚拟对象进行配合,则对配合模式进行切换操作,将当前的配合模式A切换至配合模式B,从而使得指定虚拟对象组中的组员虚拟对象以配合模式B辅助主控虚拟对象。
在一个可选的实施例中,显示组员虚拟对象在虚拟场景中执行与目标配合模式对应的第二动作动画。示意性的,当玩家对目标配合模式进行选择操作后,显示第二动作动画,第二动作动画用于展示组员虚拟对象在虚拟场景中执行与目标配合模式对应的动作。
可选地,第二动作动画包括组员虚拟对象向敌对虚拟对象执行与目标配合模式对应的动作动画。敌对虚拟对象用于指示与主控虚拟对象处于不同阵营的虚拟对象,在虚拟场景中,主控虚拟对象对应的阵营与敌对虚拟对象对应的阵营进行虚拟对战。
可选地,指定虚拟对象组中的组员虚拟对象与主控虚拟对象属于同一阵营的虚拟对象,在进行虚拟对战时,组员虚拟对象辅助主控虚拟对象,对敌对虚拟对象进行攻击。
在指定虚拟对象组中的组员虚拟对象进入目标配合模式后,组员虚拟对象依照目标配合模式对主控虚拟对象进行辅助,例如:当目标配合模式实现为跟随模式时,组员虚拟对象跟随主控虚拟对象,以便于产生对敌对虚拟对象进行多重攻击的攻击效果;或者,当目标配合模式实现为坚守模式时,组员虚拟对象依照主控虚拟对象的指示,在指定位置处排列成指定阵型,通过指定阵型建立起抵御屏障,以降低敌方虚拟对象的索敌欲望,从而对指定阵型所指示的驻守区域或者主控虚拟对象进行有效保护。
示意性的,将指定阵型中组员虚拟对象后方的预设区域作为指定阵型所指示的驻守区域;或者,将指定阵型中组员虚拟对象所包围的预设区域作为指定阵型所指示的驻守区域等。
可选地,在坚守模式下,指定阵型中的组员虚拟对象基于玩家的操控,对敌方虚拟对象进行攻击;或者,响应于敌方虚拟对象位于指定阵型的预设攻击范围内,自动对敌方虚拟对象进行攻击等。示意性的,在目标配合模式下,当控制组员虚拟对象对敌对虚拟对象进行攻击时,根据组员虚拟对象对应的虚拟对战方式,对敌对虚拟对象进行攻击。
例如:在目标配合模式下,当组员虚拟对象为近战步兵类型的虚拟对象时,在控制组员虚拟对象对敌对虚拟对象进行攻击时,控制组员虚拟对象在虚拟地面上对处于一定范围内的敌对虚拟对象进行攻击,如:使用组员虚拟对象自身配置的虚拟长矛,对处于一定范围内的敌对虚拟对象进行攻击,从而显示组员虚拟对象对敌对虚拟对象的攻击动画。其中,近战步兵类型的虚拟对象的虚拟对战方式为:使用虚拟长矛对一定范围内的敌对虚拟对象进行攻击。
或者,在目标配合模式下,当组员虚拟对象为骑兵类型的虚拟对象时,在控制组员虚拟对象对敌对虚拟对象进行攻击时,控制组员虚拟对象在马背上对处于一定范围内的敌对虚拟对象进行攻击,如:使用组员虚拟对象自身配置的虚拟刀剑,对处于一定范围内的敌对虚拟对象进行攻击,从而显示组员虚拟对象对敌对虚拟对象的攻击动画。其中,骑兵类型的虚拟对象的虚拟对战方式为:使用虚拟刀剑对敌对虚拟对象进行攻击等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,当接收到对指定虚拟对象组的选择操作,在虚拟场景中显示在主控对象配置界面中独立配置的主控虚拟对象,以及指定虚拟对象组中的组员虚拟对象;当接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象执行第一控制操作对应的第一动作动画,当接收到对指定虚拟对象组的第二控制操作,显示指定虚拟对象组执行配合主控虚拟对象的第二动作。上述方法能够避免玩家只通过对主控虚拟对象进行操控的方式进行游戏,通过对指定虚拟对象组的第二控制操作,调动指定虚拟对象组中的组员虚拟对象配合主控虚拟对象进行 虚拟对战,不仅丰富了游戏玩法,也有利于玩家对敌方虚拟对象进行更全面、更有力地攻击,大大增强了虚拟场景界面的真实感,提升了玩家的游戏体验。
在一个可选的实施例中,目标配合模式包括坚守模式,坚守模式用于指示组员虚拟对象以指定阵型排列在指定位置进行虚拟对战。示意性的,如图4所示,当目标配合模式实现为坚守模式时,上述图3所示出的实施例中的虚拟场景中控制虚拟对象的方法还可以实现为如下步骤410至步骤440。
步骤410,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
其中,主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。
在一个可选的实施例中,显示虚拟对象组选择界面。
其中,虚拟对象组选择界面用于提供在多个候选虚拟对象组中对至少一个候选虚拟对象进行选择。候选虚拟对象组用于指示供玩家选择的虚拟对象组,每一个虚拟对象组中包括至少一个组员虚拟对象,且在一个虚拟对象组中,不同的组员虚拟对象属于同种类的虚拟对象。
其中,虚拟对象组是由多个同种类或不同种类的组员虚拟对象组成的对象组。以虚拟对象组是由多个同种类的组员虚拟对象组成的对象组为例进行说明。同种类的虚拟对象用于指示虚拟对象在虚拟对战中具有相同的作战方式。例如:在虚拟对象组A中包括30个组员虚拟对象,且30个组员虚拟对象属于同种类的虚拟对象,均为近战步兵类型的虚拟对象,在虚拟对战中,均使用配备的虚拟道具,对一定范围内的敌对虚拟对象进行攻击。
可选地,在同一种类下,可以对应多个虚拟对象组,其中,每一个虚拟对象组中的组员虚拟对象属于相同种类的虚拟对象。示意性的,如图5所示,为虚拟对象组选择的界面示意图,其中包括参与虚拟对战的多个虚拟对象510、候选虚拟对象组栏520、虚拟场景的缩略图530等。其中,多个虚拟对象510用于指示与主控虚拟对象属于同一阵营的虚拟对象;候选虚拟对象组栏520中包括至少一个候选虚拟对象组。
可选地,候选虚拟对象组栏520中存储的候选虚拟对象组,用于指示在虚拟对战过程中能够选择、切换的候选虚拟对象组。
示意性的,基于对虚拟对象组选择中指定功能区域的触发操作,对多个候选虚拟对象组进行调整。例如:通过对候选虚拟对象组栏520中的添加控件540进行触发操作,对图5中所示出的候选虚拟对象组进行添加操作;或者,通过对候选虚拟对象组栏520中翻转控件550进行触发操作,显示其他被选择的虚拟对象组等。
在一个可选的实施例中,基于对被选择的至少一个候选虚拟对象组中指定虚拟对象组的选择操作,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
示意性的,如图5所示,当接收到对候选虚拟对象组栏520中的候选虚拟对象组521进行的选择操作,将候选虚拟对象组521作为指定虚拟对象组,并在虚拟场景中显示主控虚拟对象以及候选虚拟对象组521中的组员虚拟对象。
在一个可选的实施例中,上述虚拟对象组选择界面为虚拟对局开始前显示的界面;或者,上述虚拟对象组选择界面为虚拟对局开始后显示的界面。示意性的,当虚拟对象组选择界面为虚拟对局开始前显示的界面,则首先显示虚拟对象组选择界面,在虚拟对象组选择界面中对指定虚拟对象组进行选择后,触发虚拟对局开始;当虚拟对象组选择界面为虚拟对局开始后显示的界面,则在触发开始虚拟对局后,在虚拟对局中触发虚拟对象组选择界面的显示,并在虚拟对象组选择界面中选定指定虚拟对象组作为从属主控虚拟对象的虚拟对象组。
在一些实施例中,上述虚拟对象组选择界面中显示的多个候选虚拟对象组为在对象组管理界面中配置得到的虚拟对象组。其中,对象组管理界面可以是在对局开始前单独触发显示的界面,也可以是在对局开始后单独触发显示的界面;或者,当虚拟对象组选择界面显示于对局开始前,该对象组管理界面可以是在对局开始前基于虚拟对象组选择界面显示的界面;当虚拟对象组选择界面显示于对局开始后,该对象组管理界面可以是在对局开始后基于虚拟对象组选择界面显示的界面。示意性的,在虚拟对局开始前显示对象组管理界面,通过对象 组管理界面对候选虚拟对象组进行配置,进而在对局开始前,在虚拟对象组选择界面中显示经过对象组管理界面配置得到的多个候选虚拟对象组。
示意性的,在虚拟对局开始前显示虚拟对象组选择界面,基于对虚拟对象组选择界面中候选虚拟对象组的配置触发操作,显示对象组管理界面,基于在对象组管理界面中对候选虚拟对象组的更新操作,更新在虚拟对象组选择界面中候选虚拟对象组的配置信息。示意性的,在显示如图5所示的虚拟对象组选择界面后,通过对候选虚拟对象组栏520中的添加控件540进行触发操作,跳转至如图6所示的对象组管理界面,以对候选虚拟对象组进行更新配置,如:对候选虚拟对象组进行添加操作等。
示意性的,在虚拟对局开始后显示对象组管理界面,通过对象组管理界面对候选虚拟对象组进行配置,进而在对局开始后,在虚拟对象组选择界面中显示经过对象组管理界面配置得到的多个候选虚拟对象组。
示意性的,在虚拟对局开始后显示虚拟对象组选择界面,基于对虚拟对象组选择界面中候选虚拟对象组的配置触发操作,显示对象组管理界面,基于在对象组管理界面中对候选虚拟对象组的更新操作,更新在虚拟对象组选择界面中候选虚拟对象组的配置信息。
本申请实施例中,以上述虚拟对象组选择界面为虚拟对局开始前显示的界面为例进行说明,也即,在虚拟对局开始前根据触发操作显示对象组管理界面,通过对象组管理界面对候选虚拟对象组进行配置;根据对局触发操作,显示虚拟对象组选择界面,并在虚拟对象组选择界面中显示经过对象组管理界面配置得到的多个候选虚拟对象组。
在一个可选的实施例中,在显示虚拟对象组选择界面前,通过对象组管理界面对候选虚拟对象组进行配置;或者,在显示虚拟对象组选择界面后,通过对象组管理界面对候选虚拟对象组进行更新配置。其中,对象组管理界面用于对候选虚拟对象组进行配置和管理过程。
可选地,玩家在对象组管理界面中将一个或多个同种类的虚拟对象进行组合,从而得到候选虚拟对象组,组成该候选虚拟对象组的虚拟对象即为该候选虚拟对象组中的组员虚拟对象。可选地,玩家可以对对象组管理界面中显示的多个候选虚拟对象组进行单独配置,例如:为候选虚拟对象组A中的组员虚拟对象装配上虚拟枪械道具;或者,删除或者增加候选虚拟对象组A中的组员虚拟对象;或者,更改候选虚拟对象组的名称;或者,调整候选虚拟对象组在对象组管理界面中的排列顺序等。
在一个可选的实施例中,基于应用程序的默认配置,显示多个候选虚拟对象组。
示意性的,候选虚拟对象组是默认配置的虚拟对象组,其中包括的组员虚拟对象是虚拟对象组中默认配置的虚拟对象。例如:候选虚拟对象组1是由50个非角色玩家(Non-Player Character,NPC)的近战步兵类型的虚拟对象组成的虚拟对象组;或者,候选虚拟对象组2是由20个NPC的骑兵类型的虚拟对象组成的虚拟对象组等。
在一些实施例中,基于虚拟对象的种类,将至少一个同种类的虚拟对象组成一个虚拟对象组,显示多个候选虚拟对象组。示意性的,玩家拥有7个虚拟对象,其中包括两个骑兵类型的虚拟对象、三个近战步兵类型的虚拟对象以及两个远战步兵类型的虚拟对象,玩家基于虚拟对象的种类,采用自定义配置的方式,将至少一个同种类的虚拟对象组成一个虚拟对象组。例如:玩家将一个/两个骑兵类型的虚拟对象组成一个虚拟对象组A;或者,玩家将一个/两个/三个近战步兵类型的虚拟对象组成一个虚拟对象组B;或者,玩家将一个/两个远战步兵类型的虚拟对象组成一个虚拟对象组C等。也即:玩家能够基于自行配置的方式,从多个同种类的虚拟对象中选择至少一个虚拟对象组成一个虚拟对象组。
可选地,根据虚拟对象的种类层级差异,组成不同的虚拟对象组。
示意性的,步兵类型的虚拟对象包括近战步兵类型的虚拟对象以及远战步兵类型的虚拟对象,将步兵类型作为第一层级种类,将近战步兵类型以及远战步兵类型作为从属于第一层级种类的第二层级种类。当基于第一层级种类得到步兵类型的虚拟对象组时,其中的组员虚拟对象既可以包括近战步兵类型,也可以包括远战步兵类型;当基于第二层级种类得到近战 步兵的虚拟对象组时,其中的组员虚拟对象为近战步兵类型的虚拟对象;当基于第二层级种类得到远战步兵的虚拟对象组时,其中的组员虚拟对象为远战步兵类型的虚拟对象。
同理,远程类型的虚拟对象包括弓箭类型的虚拟对象、火枪类型的虚拟对象以及炮兵类型的虚拟对象,将远程类型作为第一层级种类,将弓箭类型、火枪类型以及炮兵类型作为从属于第一层级种类的第二层级种类。当基于第一层级种类得到远程类型的虚拟对象组时,其中的组员虚拟对象既可以包括弓箭类型的虚拟对象,还可以包括火枪类型的虚拟对象以及炮兵类型的虚拟对象;当基于第二层级种类得到火枪类型的虚拟对象组时,其中的组员虚拟对象为火枪类型的虚拟对象;当基于第二层级种类得到弓箭类型的虚拟对象组时,其中的组员虚拟对象为弓箭类型的虚拟对象;当基于第二层级种类得到炮兵类型的虚拟对象组时,其中的组员虚拟对象为炮兵类型的虚拟对象等。
示意性的,如图6所示,为对象组管理界面的界面示意图。其中显示有三个种类,包括“近战步兵”610、“远程步兵”620以及“骑兵”630。在“近战步兵”610种类下,包括四个虚拟对象组,且不同虚拟对象组具有对应的对象组等级。如图6所示,虚拟对象组611的等级为12级、虚拟对象组612的等级为12级、虚拟对象组613的等级为2级、以及虚拟对象组614的等级为1级,由于虚拟对象组611、虚拟对象组612、虚拟对象组613以及虚拟对象组614属于“近战步兵”610种类对应的虚拟对象组,因此,虚拟对象组611、虚拟对象组612、虚拟对象组613以及虚拟对象组614中的组员虚拟对象均属于“近战步兵”种类的虚拟对象。同理,在“远程步兵”620种类下,包括一个虚拟对象组621,该虚拟对象组621的等级为1级,由于虚拟对象组621属于“远程步兵”620种类对应的虚拟对象组,因此,虚拟对象组621中的组员虚拟对象均属于“远程步兵”种类的虚拟对象。
同理,在“骑兵”630种类下,包括一个虚拟对象组631,该虚拟对象组631的等级为6级,由于虚拟对象组631属于“骑兵”630种类对应的虚拟对象组,因此,虚拟对象组631中的组员虚拟对象均属于“骑兵”种类的虚拟对象。
可选地,随着游戏的进行,在对象组管理界面中还可以显示更多的虚拟对象组。例如:随着游戏进程的发展,获得“远程步兵”620种类下的其他虚拟对象组;或者,获得其他种类的虚拟对象组等。可选地,虚拟对象组还可以随着主控虚拟对象的等级增加而增加,例如:在主控虚拟对象20级时,获得虚拟对象组M,在主控虚拟对象50级,获得虚拟对象组D和虚拟对象组L,以上仅为示意性的举例,本申请实施例对此不加以限定。
在一个可选的实施例中,虚拟对象种类对应虚拟对象在虚拟场景中的虚拟对战方式。
示意性的,不同种类的虚拟对象对应不同的虚拟作战方式。例如:“近战步兵”种类的虚拟对象在虚拟场景中,通过虚拟道具对一定范围内的敌方虚拟对象进行攻击,进行与“近战步兵”种类对应的虚拟作战方式;或者,“骑兵”种类的虚拟对象在虚拟场景中,通过在马背上对敌方虚拟对象进行攻击,进行与“骑兵”种类对应的虚拟作战方式等。
在虚拟场景中,不同种类的虚拟对象组成对应的虚拟对象组后,当玩家选择不同种类的虚拟对象组进行虚拟对战时,根据虚拟对象组中组员虚拟对象的种类,通过与组员虚拟对象种类对应的虚拟作战方式对敌方虚拟对象进行攻击。
在一个可选的实施例中,基于在多个候选虚拟对象组中对指定虚拟对象组的选择操作,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
示意性的,在虚拟对象组选择界面中显示多个候选虚拟对象组后,基于玩家对多个候选虚拟对象组中指定虚拟对象组的选择操作,确定指定虚拟对象组。
例如:如图5所示,示意性的,如图5所示,当接收到对候选虚拟对象组栏520中的候选虚拟对象组521进行的选择操作,将候选虚拟对象组521作为指定虚拟对象组,并在虚拟场景中显示主控虚拟对象以及候选虚拟对象组521中的组员虚拟对象。
可选地,在确定指定虚拟对象组后,从虚拟对象组选择界面跳转至虚拟场景界面,并在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
其中,主控虚拟对象用于指示玩家控制的虚拟对象。指定虚拟对象组中的组员虚拟对象用于辅助主控虚拟对象进行虚拟对战。示意性的,如图5所示,在将虚拟对象组521作为指定虚拟对象组后,在跳转显示的虚拟场景中,显示玩家控制的主控虚拟对象以及虚拟对象组521中的组员虚拟对象。例如:玩家控制的主控虚拟对象为虚拟将军,虚拟对象组521为虚拟士兵团,在玩家选择将虚拟对象组521作为指定虚拟对象组后,在虚拟场景中显示虚拟将军以及虚拟士兵团中的多个虚拟士兵(即:组员虚拟对象)。
在一个可选的实施例中,响应于接收到对多个候选虚拟对象组中对至少一个候选虚拟对象组的选择操作,在虚拟对象组选择界面上显示被选择的至少一个候选虚拟对象组。
其中,被选择的至少一个候选虚拟对象组中包括指定虚拟对象组;虚拟对象组选择界面用于指示进入虚拟场景前的界面。
步骤420,响应于接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。
示意性的,第一控制操作用于指示控制主控虚拟对象在虚拟场景进行对应动作的操作方式。基于接收到的对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。其中,第一动作动画用于展示第一控制操作所对应的动作形式。
步骤430,响应于对坚守模式的选择操作,接收对指定虚拟对象组的排布设置操作。
其中,坚守模式用于指示组员虚拟对象以指定阵型排列在指定位置进行虚拟对战;排布设置操作用于确定指定虚拟对象组中的组员虚拟对象在虚拟场景中的指定位置。
示意性的,玩家通过配合模式选择控件,对配合模式选择控件中与坚守模式对应的控件进行触发操作,实现对坚守模式的选择操作;或者,响应于主控虚拟角色在预设时间段中未进行配合模式的选择过程,将坚守模式作为目标配合模式,实现对坚守模式的选择过程等。
可选地,当玩家对坚守模式进行选择操作后,组员虚拟对象处于坚守模式的状态下,以坚守状态辅助主控虚拟对象应对虚拟对战。
在一个可选的实施例中,响应于接收到第一坚守操作,显示与主控虚拟对象的视野范围对应的第一场景地图。示意性的,在接收到玩家对坚守模式的选择操作后,接收到第一坚守操作,第一坚守操作用于对指定阵型所排列的第一指定位置进行确定。
可选地,在接收到第一坚守操作后,显示与主控虚拟对象的视野范围对应的第一场景地图,也即:第一场景地图用于指示虚拟场景中主控虚拟对象的视野范围覆盖区域。例如:主控虚拟对象的视野范围为虚拟场景中方圆50米的圆形范围,即:将以主控虚拟对象为圆心,半径为50米的圆形范围作为主控虚拟对象的视野范围;或者,主控虚拟对象的视野范围为朝向140°且距离200米的扇形区域,将该扇形区域作为主控虚拟对象的视野范围等。
可选地,在显示第一场景地图时,将主控虚拟对象的视野范围作为第一场景地图显示的区域范围。例如:当主控虚拟对象的视野范围为上述圆形区域时,将虚拟场景中的该圆形区域作为第一场景地图显示的区域范围;或者,当主控虚拟对象的视野范围为上述扇形区域时,将虚拟场景中的该扇形区域作为第一场景地图显示的区域范围。
可选地,在显示的第一场景地图中,将主控虚拟对象的视野范围对应的区域显示为可选取区域,将主控虚拟对象的视野范围之外的区域显示为不可选取区域。
在一个可选的实施例中,接收在第一场景地图中对第一指定位置的选择操作,将第一指定位置作为坚守模式对应的指定位置。可选地,在显示第一场景地图后,接收对第一场景地图中第一指定位置的选择操作,从而确定对指定阵型进行排列的指定位置。
示意性的,玩家对第一场景地图中的一点进行点击操作,将该点作为第一指定位置,从而实现对第一指定位置的选择操作;或者,玩家对第一场景地图中一块区域进行框选操作,将该框选操作所包围的区域作为第一指定位置,从而实现对第一指定位置的选择操作等。
可选地,当显示的第一场景地图为虚拟场景对应的区域范围时,将主控虚拟对象的视野 范围对应的区域显示为可选取区域,将主控虚拟对象的视野范围之外的区域显示为不可选取区域,也即:玩家能够对主控虚拟对象的视野范围对应的可选取区域进行第一指定位置的选择操作,不能够对主控虚拟对象的视野范围之外的不可选取区域进行第一指定位置的选择操作等。
可选地,对第一场景地图中的位置点进行放大操作,以实现对该位置点区域的放大过程,例如:对第一场景地图中的位置点进行双击操作、长按操作等,将双击操作、长按操作作为上述放大操作;响应于接收到对该位置点区域的选择操作,实现对第一指定位置的选择过程,从而使得玩家能够更精准、更细致地确定对指定阵型进行排列的指定位置。
示意性的,上述游戏为一款端游游戏,基于玩家对键盘上指定键位的触发操作,显示第一场景地图;接收对第一场景地图上第一指定位置的点击操作,将该第一指定位置作为坚守模式对应的指定位置。例如:基于玩家对键盘上指定键位“X键”的长按操作,显示第一场景地图;玩家通过鼠标,对第一场景地图上第一指定位置进行点击操作,将该第一指定位置作为坚守模式对应的指定位置。
在一个可选的实施例中,响应于接收到第二坚守操作,显示与虚拟场景对应的第二场景地图。其中,第二场景地图显示的区域为全部虚拟场景所对应的场景区域。
示意性的,在接收到玩家对坚守模式的选择操作后,接收到第二坚守操作,第二坚守操作用于对指定阵型所排列的第二指定位置进行确定。可选地,在接收到第二坚守操作后,显示与虚拟场景对应的第二场景地图,也即:在第二场景地图中显示全部的虚拟场景。
在一个可选的实施例中,接收在第二场景地图中对第二指定位置的选择操作,将第二指定位置作为坚守模式对应的指定位置。可选地,在显示第二场景地图后,接收对第二场景地图中第二指定位置的选择操作,从而确定对指定阵型进行排列的指定位置。
示意性的,玩家对第二场景地图中的一点进行点击操作,将该点作为第二指定位置,从而实现对第二指定位置的选择操作;或者,玩家对第二场景地图中一块区域进行框选操作,将该框选操作所包围的区域作为第二指定位置,从而实现对第二指定位置的选择操作等。
示意性的,上述游戏为一款端游游戏,基于玩家对键盘上指定键位“X键”的双击操作,显示第二场景地图;玩家通过鼠标,对第二场景地图上第二指定位置进行点击操作,将该第二指定位置作为坚守模式对应的指定位置。
例如:当玩家对键盘上指定键位“X键”进行双击操作后,在终端上显示的界面的镜头拉远,从而显示更大的场景区域,将该场景区域作为第二场景地图,从而有利于玩家对第二场景地图进行指定位置确定过程,进而确定第二场景地图上的第二指定位置。可选地,上述对指定键位进行不同操作,从而显示不同场景地图的实现方案仅为示意性的举例。玩家还可以通过对指定键位进行长按操作而显示第二场景地图,也可以通过对指定键位进行双击操作而显示第一场景地图等;可选地,玩家还可以通过自定义的方式,对不同操作定义不同的实现结果,从而便于玩家根据习惯实现自行设置过程,本申请实施例对此不加以限定。
在一个可选的实施例中,响应于接收到第三坚守操作,将主控虚拟对象周侧的默认位置点作为坚守模式对应的指定位置。
示意性的,在接收到玩家对坚守模式的选择操作后,接收到第三坚守操作,根据第三坚守操作,将主控虚拟对象前的默认位置点作为坚守模式对应的指定位置,也即:将主控虚拟对象前的默认位置点作为组员虚拟对象进行指定阵型排列时的指定位置;或者,根据第三坚守操作,将主控虚拟对象后的默认位置点作为坚守模式对应的指定位置;或者,根据第三坚守操作,将主控虚拟对象身侧的默认位置点作为坚守模式对应的指定位置。
示意性的,上述游戏为一款端游游戏,基于玩家对键盘上指定键位“X键”的单击操作,将主控虚拟对象周侧的默认位置点作为坚守模式对应的指定位置,从而使得组员虚拟对象在该默认位置点进行指定阵型排列。
步骤440,基于排布设置操作,显示组员虚拟对象以指定阵型排列在指定位置处。
其中,将以指定阵型排列在指定位置处的动作动画作为上述的第二动作动画。
示意性的,在接收到上述排布设置操作后,指定虚拟对象组中的组员虚拟对象向排布设置操作确定的指定位置进行移动。
例如:当排布设置操作所指示的指定位置为位置点,以排布设置操作所指示的指定位置为中心,指定虚拟对象组中的组员虚拟对象在该指定位置处进行指定阵型排列。
可选地,指定阵型用于指示预先配置的阵型分布情况。例如:指定阵型为密集阵型,即:组员虚拟对象以密集方形的排列方式在虚拟场景中进行排列,以便达到抵御攻击的目的;或者,指定阵型为楔形阵。即:组员虚拟对象以楔形的排列方式在虚拟场景中进行排列,以便达到全面冲刺攻击的目的;或者,指定阵型为半弧型,即:组员虚拟对象以半弧型的排列方式在虚拟场景中进行排列,以便达到保护中心的武将的目的等。可选地,在游戏中的任一时刻下,指定虚拟对象组中的组员虚拟对象以第一阵型排列在指定位置处。
在一个可选的实施例中,响应于接收到阵型转换操作,显示组员虚拟对象在虚拟场景中的位置调整动画。其中,阵型转换操作用于控制组员虚拟对象在虚拟场景中的阵型从第一阵型切换至第二阵型,也即:阵型转换操作用于对当前时刻下组员虚拟对象所排列的第一阵型进行转换,从而变换为第二阵型排列。
示意性的,响应于接收到阵型转换操作,组员虚拟对象在虚拟场景中进行移动,从而改变至少一个组员虚拟对象在虚拟场景中的位置。基于组员虚拟对象的移动过程,显示组员虚拟对象在虚拟场景中的位置调整动画。
可选地,显示指定虚拟对象组中的组员虚拟对象以第二阵型排列在指定位置处。示意性的,基于阵型转换操作,控制组员虚拟对象从第一阵型转换为第二阵型,从而使得组员虚拟对象第二阵型排列在指定位置处。例如:组员虚拟对象在当前时刻所排列的第一阵型为密集方形阵型,响应于接收到阵型转换操作,显示组员虚拟对象在虚拟场景中的位置调整动画,以将矩形阵型转换为呈现楔形阵型的第二阵型,并在虚拟场景中显示楔形阵型。
在一个可选的实施例中,根据阵型分布情况,确定指定阵型下不同组员虚拟对象对应的位置坐标,在控制组员虚拟对象在虚拟场景中进行移动时,不同组员虚拟对象移动至对应的位置坐标。
示意性的,从虚拟场景中任意选择一点作为坐标系的原点并构建坐标系。例如:当虚拟场景实现为三维(Three-dimensional,3D)场景时,以虚拟场景的左下角为坐标系的原点,并建立空间直角坐标系,进而确定不同组员虚拟对象对应的位置坐标;或者,当虚拟场景实现为二维(Two-Dimensional,2D)场景时,以虚拟场景的左下角为坐标系的原点,并建立平面直角坐标系,进而确定不同组员虚拟对象对应的位置坐标等。
示意性的,以当虚拟场景实现为3D场景为例进行说明,在确定指定位置后,以指定位置为中心,确定指定阵型下不同组员虚拟对象对应的位置坐标。例如:指定阵型为密集方形阵型,指定虚拟对象组中包括6个组员虚拟对象,以指定位置为中心,确定6个组员虚拟对象的位置坐标分别为(2,2,5)、(2,3,5)、(2,4,5)、(3,2,5)、(3,3,5)以及(3,4,5),则控制6个组员虚拟对象分别移动至对应的位置坐标上。当接收到阵型转换操作,控制组员虚拟对象进行位置调整,以将上述指定阵型所指示的第一阵型转换为第二阵型。示意性的,当接收到阵型转换操作,确定第二阵型下组员虚拟对象的位置坐标,在控制从第一阵型转换至第二阵型时,控制组员虚拟对象向对应的位置坐标进行移动。其中,在从第一阵型转换为第二阵型的过程中,可能存在组员虚拟对象不进行移动。
例如:组员虚拟对象A在指定位置处从第一阵型转换为第二阵型时,在第一阵型时组员虚拟对象A的位置坐标为(2,2,5),在第二阵型时组员虚拟对象A的位置坐标仍为(2,2,5),则在从第一阵型转换为第二阵型时,可以不控制对组员虚拟对象A进行移动,而是控制其他虚拟对象进行移动。
可选地,第二动作动画包括组员虚拟对象向敌对虚拟对象执行与目标配合模式对应的动 作动画。示意性的,当第二动作动画实现为上述以指定阵型排列在指定位置处的动作动画时,第二动作动画包括组员虚拟对象以指定阵型排列在指定位置处,并向敌对虚拟对象执行与目标配合模式对应的动作动画。
其中,敌对虚拟对象用于指示与主控虚拟对象处于不同阵营的虚拟对象,在虚拟场景中,主控虚拟对象对应的阵营与敌对虚拟对象对应的阵营进行虚拟对战,在进行虚拟对战时,组员虚拟对象辅助主控虚拟对象,对敌对虚拟对象进行攻击。
示意性的,在目标配合模式下,当控制组员虚拟对象对敌对虚拟对象进行攻击时,根据组员虚拟对象对应的虚拟对战方式,对敌对虚拟对象进行攻击。
例如:在目标配合模式下,当组员虚拟对象为近战步兵类型的虚拟对象时,在控制组员虚拟对象对敌对虚拟对象进行攻击时,控制组员虚拟对象在虚拟地面上对处于一定范围内的敌对虚拟对象进行攻击,如:使用组员虚拟对象自身配置的虚拟长矛,对处于一定范围内的敌对虚拟对象进行攻击,从而显示组员虚拟对象对敌对虚拟对象的攻击动画。其中,近战步兵类型的虚拟对象的虚拟对战方式为:使用虚拟长矛对一定范围内的敌对虚拟对象进行攻击。
或者,在目标配合模式下,当组员虚拟对象为骑兵类型的虚拟对象时,在控制组员虚拟对象对敌对虚拟对象进行攻击时,控制组员虚拟对象在马背上对处于一定范围内的敌对虚拟对象进行攻击,如:使用组员虚拟对象自身配置的虚拟刀剑,对处于一定范围内的敌对虚拟对象进行攻击,从而显示组员虚拟对象对敌对虚拟对象的攻击动画。其中,骑兵类型的虚拟对象的虚拟对战方式为:使用虚拟刀剑对敌对虚拟对象进行攻击等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
在本申请实施例中,介绍了目标配合模式实现为坚守模式时,组员虚拟对象在虚拟场景中进行虚拟对战的方法。响应于对配合模式中的坚守模式的选择操作,接收对虚拟对象组的排布设置操作,从而根据排布设置操作所指示的组员虚拟对象在虚拟场景中的指定位置,控制组员虚拟对象在指定位置处进行阵型排列,并显示组员虚拟对象以指定阵型排列在指定位置处的动作动画。坚守模式能够使得组员虚拟对象以指定阵型对敌方虚拟对象进行攻击,可以在一定程度上辅助主控虚拟对象抵御敌方虚拟对象的攻击,也能够发挥组员虚拟对象更强大的战斗力,从而产生对敌方虚拟对象更强大的攻击效果,提升玩家的使用体验。
在一个可选的实施例中,目标配合模式包括跟随模式,跟随模式用于指示指定虚拟对象组中的组员虚拟对象在虚拟场景中跟随主控虚拟对象。示意性的,如图7所示,当目标配合模式实现为跟随模式时,上述图3所示出的实施例中的虚拟场景中控制虚拟对象的方法还可以实现为如下步骤710至步骤740。
步骤710,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
其中,主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。
示意性的,基于玩家对多个候选虚拟对象组中指定虚拟对象组的选择操作,从虚拟对象组选择界面跳转显示虚拟场景对应的界面,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
在一个可选的实施例中,显示虚拟对象组选择界面。
其中,虚拟对象组选择界面用于提供在多个候选虚拟对象组中对至少一个候选虚拟对象进行选择。虚拟对象组是由多个同种类或不同种类的组员虚拟对象组成的对象组。
可选地,玩家能够通过虚拟对象组选择界面对候选虚拟对象组进行选择,以便进行虚拟对战过程;此外,玩家能够通过主控虚拟对象的设置界面,对主控虚拟对象进行设置,以便进行虚拟对战过程。
示意性的,如图8所示,为主控虚拟对象的设置界面示意图,其中包括主控虚拟对象810,与主控虚拟对象810对应的对象信息820,如:主控虚拟对象810的等级(28级)、主控虚拟对象810的属性点等内容;此外,还包括主控虚拟对象810的装备情况830,如:主控虚拟对象810装备的虚拟道具、主控虚拟对象810装备的虚拟服饰(虚拟头盔、虚拟一幅、虚 拟鞋子等)。玩家能够通过主控虚拟对象的设置界面,对主控虚拟对象810进行设置。
在一个可选的实施例中,基于应用程序的默认配置,显示多个候选虚拟对象组。
在一个可选的实施例中,基于虚拟对象的种类,将至少一个同种类的虚拟对象组成一个虚拟对象组,显示多个候选虚拟对象组。
可选地,在得到一个由同种类的虚拟对象组成的虚拟对象组后,玩家可以选择将其他同种类的虚拟对象添加至该虚拟对象组中,以实现扩充虚拟对象组的目的;或者,玩家可以选择从该虚拟对象组中对其所选择的虚拟对象进行移除,以实现缩小虚拟对象组的目的等。
例如:在得到上述由两个近战步兵类型的虚拟对象组成的虚拟对象组D后,将同种类的第三个近战步兵类型的虚拟对象添加至虚拟对象组D中,以实现扩充虚拟对象组的目的;或者,在得到上述由两个近战步兵类型的虚拟对象组成的虚拟对象组D后,从两个近战步兵类型的虚拟对象中移除(如:随机移除或者有选择移除)一个近战步兵类型的虚拟对象,以实现缩小虚拟对象组的目的。
示意性的,一个虚拟对象可以同时位于多个虚拟对象组中。例如:三个近战步兵类型的虚拟对象中包括近战步兵类型的虚拟对象a、近战步兵类型的虚拟对象b以及近战步兵类型的虚拟对象c,将近战步兵类型的虚拟对象a以及近战步兵类型的虚拟对象b组成一个虚拟对象组ab;将近战步兵类型的虚拟对象b以及近战步兵类型的虚拟对象c组成一个虚拟对象组bc等。值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤710已在上述步骤310和步骤410中进行了介绍,在此不再赘述。
步骤720,响应于接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。示意性的,第一控制操作用于指示控制主控虚拟对象在虚拟场景进行对应动作的操作方式。基于接收到的对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。其中,第一动作动画用于展示第一控制操作所对应的动作形式。
步骤720已在上述步骤320中进行了介绍,在此不再赘述。
步骤730,响应于对跟随模式的选择操作,控制指定虚拟对象组中的组员虚拟对象向主控虚拟对象移动。
其中,配合模式包括上述跟随模式,在对跟随模式进行选择后,控制指定虚拟对象组中的组员虚拟对象向主控虚拟对象移动。
示意性的,玩家通过配合模式选择控件,对配合模式选择控件中与跟随模式对应的控件进行触发操作,实现对跟随模式的选择操作;或者,基于游戏默认配置,在进入游戏后,默认对跟随模式进行选择,实现对跟随模式的选择操作等。
可选地,不同的配合模式对应不同的模式控件,基于玩家对跟随模式对应的模式控件的触发操作,实现对跟随模式的选择操作。示意性的,在基于对跟随模式的选择操作控制组员虚拟对象向主控虚拟对象进行移动时,控制指定虚拟对象组中的组员虚拟对象向主控虚拟对象加速奔跑,以尽快到达主控虚拟对象附近。
步骤740,显示组员虚拟对象在虚拟场景中与主控虚拟对象保持在预设距离范围的跟随攻击动作动画。
其中,将跟随攻击动作动画作为第二动作动画。可选地,在组员虚拟对象到达主控虚拟对象附近后,基于跟随模式,保持组员虚拟对象处于主控虚拟对象的预设距离范围内。
也即:当主控虚拟对象在虚拟场景中进行移动时,基于跟随模式,在保持组员虚拟对象处于主控虚拟对象的预设距离范围内的条件下,组员虚拟对象随主控虚拟对象在虚拟场景中进行移动,并显示组员虚拟对象与主控虚拟对象保持在预设距离范围的跟随攻击动作动画。
在一个可选的实施例中,响应于组员虚拟对象在跟随模式下,主控虚拟对象的主控区域范围内存在敌对虚拟对象,控制指定虚拟对象组中的组员虚拟对象向敌对虚拟对象发动攻击。
其中,主控区域范围为主控虚拟对象在跟随模式下的预设攻击范围。
示意性的,在组员虚拟对象处于跟随主控虚拟对象的跟随模式下时,检测主控虚拟对象的主控区域范围内是否存在敌对虚拟对象,当主控区域范围内存在敌方虚拟对象时,控制指定虚拟对象组中的组员虚拟对象向敌对虚拟对象发动攻击。例如:当主控区域范围内存在敌方虚拟对象时,指定虚拟对象组中的组员虚拟对象自动向敌对虚拟对象发动攻击。
在一些实施例中,响应于组员虚拟对象的组员区域范围内存在敌对虚拟对象,控制指定虚拟对象组中的组员虚拟对象向敌对虚拟对象发动攻击。组员区域范围为主控虚拟对象在跟随模式下的预设攻击范围。
示意性的,在组员虚拟对象处于跟随主控虚拟对象的跟随模式下时,检测组员虚拟对象的组员主控区域范围内是否存在敌对虚拟对象,当组员区域范围内存在敌方虚拟对象时,控制指定虚拟对象组中的组员虚拟对象向敌对虚拟对象发动攻击。例如:当组员区域范围内存在敌方虚拟对象时,指定虚拟对象组中的组员虚拟对象自动向敌对虚拟对象发动攻击。
在一个可选的实施例中,响应于接收到主控虚拟对象对敌对虚拟对象的攻击操作,显示指定虚拟对象组中的组员虚拟对象自动向敌对虚拟对象进行攻击的攻击动画。
示意性的,在组员虚拟对象处于跟随模式的条件下,当接收到主控虚拟对象对敌对虚拟对象进行攻击的攻击操作时,指定虚拟对象组中的组员虚拟对象自动向敌对虚拟对象进行攻击,并在虚拟场景中显示对应的攻击动画。
例如:当玩家控制主控虚拟对象对敌对虚拟对象G进行攻击时,基于组员虚拟对象处于跟随模式,组员虚拟对象跟随主控虚拟对象,对敌对虚拟对象G进行攻击;或者,当玩家控制主控虚拟对象对敌对虚拟对象G进行攻击时,基于组员虚拟对象处于跟随模式,确定敌对虚拟对象G以及与敌对虚拟对象G处于同一阵营的其他敌对虚拟对象距离组员虚拟对象的距离,组员虚拟对象自动对距离最近的敌对虚拟对象进行攻击等。
在一个可选的实施例中,指定虚拟对象组中的组员虚拟对象装备有第一虚拟道具。
示意性的,指定虚拟对象组为“近战步兵”种类的虚拟对象组,即:在指定虚拟对象组中包括的组员虚拟对象为“近战步兵”种类的虚拟对象。以第一虚拟道具为虚拟长矛为例进行说明,在指定虚拟对象组中,每一个组员虚拟对象装备有虚拟长矛;或者,在指定虚拟对象组中,存在至少一个组员虚拟对象装备有虚拟长矛。
响应于接收到道具切换操作,显示指定虚拟对象组中的至少一个组员虚拟对象将第一虚拟道具切换为第二虚拟道具的切换动画;显示指定虚拟对象组中的至少一个组员虚拟对象装备第二虚拟道具。示意性的,响应于接收到道具切换操作,控制虚拟对象组中的至少一个组员虚拟对象将第一虚拟道具切换为第二虚拟道具,并显示对应的切换动画。
其中,第二虚拟道具与第一虚拟道具不同。例如:第一虚拟道具为上述虚拟长矛;第二虚拟道具为虚拟刀剑,当接收到道具切换操作,虚拟对象组中的全部组员虚拟对象将虚拟长矛切换为虚拟刀剑,并显示对应的切换动画;或者,当接收到道具切换操作,虚拟对象组中的部分组员虚拟对象将虚拟长矛切换为虚拟刀剑,并显示对应的切换动画,从而使得道具切换操作后的虚拟场景中,部分组员虚拟对象装备有虚拟长矛,部分虚拟对象装备有虚拟刀剑。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
在本申请实施例中,介绍了目标配合模式实现为跟随模式时,组员虚拟对象在虚拟场景中进行虚拟对战的方法。响应于对配合模式中的跟随模式的选择操作,控制指定虚拟对象组中的组员虚拟对象向主控虚拟对象移动,显示组员虚拟对象在虚拟场景中与主控虚拟对象保持在预设距离范围的跟随攻击动作动画,从而使得跟随模式下的组员虚拟对象与主控虚拟对象保持在预设距离范围内,当主控虚拟对象的主控区域范围内存在敌对虚拟对象,控制组员虚拟对象向敌对虚拟对象发动攻击,以便组员虚拟对象在保护主控虚拟对象的同时,更快速地打击敌对虚拟对象,辅助主控虚拟对象更好地参与游戏,提升玩家的游戏体验。
在一个可选的实施例中,指定虚拟对象组对应有虚拟对战方式,虚拟对战方式通过指定虚拟对象组中的组员虚拟对象的攻击技能实现,根据虚拟对象种类的差异,采用对应的虚拟 对战方式对敌对虚拟对象进行攻击,并显示对应的攻击动画。示意性的,如图9所示,上述图3所示出的实施例中的虚拟场景中控制虚拟对象的方法还可以实现为如下步骤910至步骤932。
步骤910,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
示意性的,在对指定虚拟对象组进行选择操作后,显示如图10所示的虚拟场景示意图,其中包括主控虚拟对象1010,以及指定虚拟对象1020中的多个组员虚拟对象1030。
步骤920,响应于接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。
示意性的,第一控制操作用于指示控制主控虚拟对象在虚拟场景进行对应动作的操作方式。
步骤920已在上述步骤320中进行了介绍,在此不再赘述。
在一个可选的实施例中,响应于接收到针对指定虚拟对象组的配合模式选择操作,控制指定虚拟对象组中的组员虚拟对象进入目标配合模式。
其中,目标配合模式是组员虚拟对象在虚拟对战中对主控虚拟对象的配合模式。
可选地,目标配合模式包括坚守模式、跟随模式、攻击模式中的至少一种。
其中,坚守模式用于指示组员虚拟对象以指定阵型排列在指定位置进行虚拟对战。
跟随模式用于指示指定虚拟对象组中的组员虚拟对象在虚拟场景中跟随主控虚拟对象。
攻击模式用于指示对指定虚拟对象组对应的预设攻击范围内的敌对虚拟对象进行搜索,响应于预设攻击范围内存在敌对虚拟对象,指定虚拟对象组中的组员虚拟对象向敌对虚拟对象进行攻击;或者,响应于预设攻击范围内存在敌对虚拟对象,指定虚拟对象组中的组员虚拟对象向敌对虚拟对象对应的虚拟对象组中的组员虚拟对象进行攻击等。
示意性的,如图10所示,在虚拟场景中显示有配合模式选择控件,用于对配合模式进行选择操作。其中,配合模式选择控件包括跟随模式选择控件1041、坚守模式选择控件1042以及攻击模式选择控件1043,不同选择控件前的字母指示触发选择控件的方式,例如:通过对C键进行触发,实现对跟随模式选择控件1041的选择操作;通过对X键进行触发,实现对坚守模式选择控件1042的选择操作;通过对V键进行触发,实现对攻击模式选择控件1043的选择操作。
可选地,玩家通过C键对坚守模式选择控件1042进行选择操作后,坚守模式选择控件1042呈现为“选中状态”(控件框高亮),该坚守模式选择控件1042对应的坚守模式即为组员虚拟对象进入的目标配合模式。示意性的,指定虚拟对象组中的组员虚拟对象为属于相同种类、具有相同属性的NPC角色。例如:多个组员虚拟对象均属于“近战步兵”种类的虚拟对象,且外观相同、技能属性相同等。示意性的,在组员虚拟对象向敌对虚拟对象进行攻击时,根据组员虚拟对象的种类,确定向敌对虚拟对象进行攻击时的虚拟对战方式。
在一个可选的实施例中,在目标配合模式下,显示组员虚拟对象通过对应的攻击技能对敌对虚拟对象进行攻击的攻击动作动画。其中,将攻击动作动画作为第二动作动画。
在一个可选的实施例中,以目标配合模式实现为坚守模式进行说明。在虚拟场景中,指定虚拟对象组中的组员虚拟对象在虚拟场景中以指定阵型在指定位置进行排列。
示意性的,如图11所示,为坚守模式下进行阵型确定的界面示意图。
阵型3D用户界面(User Interface,UI):示意性的,玩家在进行阵型选择时,组员虚拟对象各自对应的阵型点位信息会以箭头1110UI的方式出现在虚拟场景中,箭头1110所指向的方向为组员虚拟对象的默认朝向。组员虚拟对象会基于箭头1110,向指定位置进行移动。
示意性的,如图10所示,指定虚拟对象组的组别信息显示在虚拟场景的左下方,便于玩家通过组别信息确定指定虚拟对象组1010的虚拟对战数据。
例如:在如图10所示的虚拟场景中,指定虚拟对象组处于坚守模式下,指定虚拟对象组的组别信息与坚守模式相对应,其中,组别信息包括控制阵型信息的阵型控件1051、控制攻 击技能信息的攻击技能控件1052以及组员虚拟对象的柱状生命条1053。
阵型控件1051用于对组员虚拟对象的排列阵型进行切换,例如:当触发F1键时,显示组员虚拟对象所排列的第一阵型;当触发F2键时,显示组员虚拟对象所排列的第二阵型,其中,第一阵型与第二阵型不同。示意性的,不同指定虚拟对象组对应的排列阵型可能存在差异,如图11所示,为坚守模式下另一个虚拟对象组作为指定虚拟对象组时的组别信息,其中,当触发F1键时,显示该虚拟对象组中的组员虚拟对象所排列的第一阵型;当触发F2键时,显示该虚拟对象组中的组员虚拟对象所排列的第二阵型;当触发F3键时,显示该虚拟对象组中的组员虚拟对象所排列的第三阵型等。
攻击技能控件1052用于对组员虚拟对象的攻击技能进行切换,例如:当触发数字键1时,显示组员虚拟对象施展第一攻击技能的攻击动画;当触发数字键2时,显示组员虚拟对象施展第二攻击技能的攻击动画;当触发数字键3时,显示组员虚拟对象施展第三攻击技能的攻击动画,其中,第一攻击技能、第二攻击技能以及第三攻击技能不同。
组员虚拟对象的柱状生命条1053用于辅助玩家对指定虚拟对象中组员虚拟对象的生命值进行确定。可选地,当一个指定虚拟对象中存在多个组员虚拟对象时,对多个组员虚拟对象的生命值数据进行排序,并以柱状形式从高到低显示组员虚拟对象的生命值数据。
在一个可选的实施例中,在目标配合模式下,显示组员虚拟对象通过对应的攻击技能对敌对虚拟对象的攻击动画。示意性的,根据虚拟对象组中的组员虚拟对象的种类差异,攻击技能具有不同的特色。
在一个可选的实施例中,基于触发方式,对攻击技能进行分类,包括一次性触发的攻击技能以及常驻开关的攻击技能中的至少一种类型。
(1)一次性触发的攻击技能
一次性触发的攻击技能用于指示在玩家对攻击技能对应的技能控件进行触发后,组员虚拟对象开始对敌对虚拟对象进行攻击,在组员虚拟对象开始对敌对虚拟对象进行攻击的同时,攻击技能进入冷却时间;直至冷却时间结束后,玩家能够再次对攻击技能对应的技能控件进行触发操作。
示意性的,如图12所示,其中包括攻击技能控件的显示情况,攻击技能控件包括第一攻击技能控件1210、第二攻击技能控件1220、第三攻击技能控件1230、第四攻击技能控件1240以及第五攻击技能控件1250。其中,第三攻击技能控件1230对应一次性触发的攻击技能,即:当玩家对第三攻击技能控件1230进行触发后,第三攻击技能控件1230呈现“冷却”状态,直至冷却时间结束后,玩家能够再次对第三攻击技能控件1230进行触发操作,以实现第三攻击技能控件1230对应的第三攻击技能。
(2)常驻开关的攻击技能
常驻开关的攻击技能用于指示在玩家对攻击技能对应的技能控件进行触发后,组员虚拟对象开始对敌对虚拟对象进行攻击,在组员虚拟对象对敌对虚拟对象进行攻击时,攻击技能对应的技能控件处于常亮状态,直至玩家对攻击技能对应的技能控件再次进行触发,停止对敌对虚拟对象进行攻击的攻击过程。
示意性的,如图13所示,为攻击技能控件的显示情况,其中包括第一攻击技能控件1310、第二攻击技能控件1320以及第三攻击技能控件1330。
其中,第三攻击技能控件1330对应常驻开关的攻击技能,即:当玩家对第三攻击技能控件1330进行触发后,第三攻击技能控件1330呈现“常亮”状态,直至玩家对攻击技能对应的技能控件再次进行触发,取消第三攻击技能控件1330的“常亮”状态。
在一个可选的实施例中,基于攻击技能的执行条件,对攻击技能进行分类,包括连锁攻击技能、武器绑定攻击技能以及数值槽关联攻击技能中的至少一种类型。
(1)连锁攻击技能
示意性的,一个攻击技能被按键触发后,转化为另一个攻击技能;或者,一个攻击技能 的触发条件为组员虚拟对象处于另一个攻击技能。
(2)武器绑定攻击技能
示意性的,某些指定虚拟对象组中的组员虚拟对象能够在虚拟对战中切换虚拟武器,在切换虚拟武器后,组员虚拟对象能够拥有不同的攻击技能。
(3)数值槽关联攻击技能
示意性的,某些指定虚拟对象组中的组员虚拟对象拥有独特的攻击力数值槽,攻击力数据槽的积累方式包括:随时间流逝而增长的攻击力数值槽;因伤害敌对虚拟对象而增长的攻击力数值槽;因承受敌对虚拟对象的伤害而增长的攻击力数值槽等。可选地,当攻击力数值槽达到特定数据值后,触发组员虚拟对象对应的攻击技能;或者,当攻击力数值槽达到特定数据值后,通过消耗攻击力数值槽,触发组员虚拟对象对应的攻击技能等。
在一个可选的实施例中,基于攻击技能的交互方式,对攻击技能进行分类,包括交互指定区域实现攻击技能以及自发执行攻击技能中的至少一种。
(1)交互指定区域实现攻击技能
示意性的,玩家对攻击技能对应的攻击控件进行触发后,需要指定攻击技能对应的攻击方向、攻击区域等,从而由组员虚拟对象沿攻击方向向攻击区域内的敌对虚拟对象进行攻击。
(2)自发执行攻击技能
示意性的,玩家对攻击技能对应的攻击控件进行触发后,组员虚拟对象自动检测一定区域范围内的敌对虚拟对象,并对检测到的敌对虚拟对象进行攻击;或者,玩家对攻击技能对应的攻击控件进行触发后,组员虚拟对象在虚拟场景中自动移动,并对敌对虚拟对象进行检测,当检测到敌对虚拟对象后,对敌对虚拟对象进行攻击。
示意性的,以指定虚拟对象组实现为如下两个种类为例进行说明,也即:以组员虚拟对象实现为如下两个种类为例进行说明。
(一)指定虚拟对象组实现为虚拟骑兵对象组
示意性的,指定虚拟对象组包括虚拟骑兵对象组,虚拟骑兵对象组中包括多个组员虚拟骑兵对象,则如图3所示的步骤330还可以实现为如下步骤931。
步骤931,在目标配合模式下,显示组员虚拟骑兵对象在虚拟马匹上向敌对虚拟对象进行冲刺移动的移动动画;显示组员虚拟骑兵对象对攻击范围内的敌对虚拟对象施展冲刺攻击技能的攻击动画。其中,冲刺攻击技能为组员虚拟骑兵对象对应的攻击技能。
示意性的,当指定虚拟对象组实现为虚拟骑兵对象组时,在通过指定虚拟对象组中的组员虚拟骑兵对象对敌对虚拟对象进行攻击时,基于虚拟骑兵对象组所对应的虚拟对战方式,组员虚拟骑兵对象在马匹上对敌对虚拟对象进行冲刺攻击,即:借助虚拟马匹在虚拟场景中的快速移动,向敌对虚拟对象进行冲刺移动,以对敌对虚拟对象进行更强的攻击,并对攻击范围内的敌对虚拟对象施展冲刺攻击技能的攻击动画。
(二)指定虚拟对象组实现为虚拟长矛对象组
示意性的,指定虚拟对象组包括虚拟长矛对象组,虚拟长矛对象组中包括多个组员虚拟长矛对象,则如图3所示的步骤330还可以实现为如下步骤932。
步骤932,在目标配合模式下,显示组员虚拟长矛对象向敌对虚拟对象投掷虚拟长矛的投掷动作动画。
其中,投掷技能为组员虚拟长矛对象对应的攻击技能。
示意性的,当指定虚拟对象组实现为虚拟长矛对象组时,在通过指定虚拟对象组中的组员虚拟长矛对象对敌对虚拟对象进行攻击时,基于虚拟长矛对象组所对应的虚拟对战方式,组员虚拟长矛对象通过将虚拟长矛投掷至玩家确定的位置点或者位置区域,实现对敌对虚拟对象进行攻击的攻击过程,即:借助虚拟长矛,对敌对虚拟对象进行更强的攻击。
在一个可选的实施例中,虚拟场景中显示有第一虚拟对象组;在虚拟对战过程中,响应于接收到对虚拟对象组进行切换的切换操作,取消显示第一虚拟对象组,并显示第二虚拟对 象组。示意性的,如图10所示,将指定虚拟对象组1020作为第一虚拟对象组,在对第一虚拟对象组对应的控件进行点击操作后,能够显示多个候选虚拟对象组,玩家通过对多个候选虚拟对象组进行选择,确定选择后的第二虚拟对象组,实现对虚拟对象组的切换操作,从而在虚拟场景中,取消显示第一虚拟对象组,并显示第二虚拟对象组。
可选地,玩家对第一虚拟对象组对应的控件进行点击操作后,显示的多个候选虚拟对象组为玩家预先配置的虚拟对象组。例如:在游戏过程中显示的多个候选虚拟对象组是玩家通过对象组管理界面预先配置得到的多个虚拟对象组。
在一个可选的实施例中,响应于接收到区域选择操作,显示指定虚拟对象组中的组员虚拟对象向区域选择操作所指示的指定区域进行攻击的攻击动画。
示意性的,如图14所示,为确定指定区域的界面示意图。
指定区域3DUI:在执行需要针对指定区域1410进行攻击的技能时,通过点击、框选等操作,触发对指定区域1410的选择,指定区域1410实现为如图13中所示的圆形区域投影,以便组员虚拟对象向指定区域1410进行攻击。例如:组员虚拟对象1420为抛掷虚拟长矛的虚拟对象,当对指定区域1410进行选择后,组员虚拟对象1420向指定区域1410抛掷虚拟长矛,实现对指定区域1410进行攻击的攻击操作。
在一个可选的实施例中,响应于接收到方向冲刺操作,显示指定虚拟对象组中的组员虚拟对象向方向冲刺操作所指示的指定方向进行冲刺攻击的攻击动画。
示意性的,如图15所示,为确定指定方向的界面示意图。指定方向3DUI:在执行需要针对指定方向1510进行攻击的技能时触发,通过对鼠标的滑动、对键位(如:→键)的长按等操作实现指定方向1510的确定过程。示意性的,当指定方向1510通过鼠标所滑动的方向确定时,指定方向1510实现为鼠标所指方向产生的带方向的区域线段,组员虚拟对象沿着指定方向1510所对应的区域线段进行冲刺攻击,并在虚拟场景中显示该冲刺攻击的攻击动画。
综上所述,上述方法能够避免玩家只通过对主控虚拟对象进行操控的方式进行游戏,通过对指定虚拟对象组的第二控制操作,调动指定虚拟对象组中的组员虚拟对象配合主控虚拟对象进行虚拟对战,不仅丰富了游戏玩法,也有利于玩家对敌方虚拟对象进行更全面、更有力地攻击,大大增强了虚拟场景界面的真实感,提升了玩家的游戏体验。
图16是本申请一个示例性实施例提供的虚拟场景中控制虚拟对象的装置的结构框图,如图16所示,该装置包括如下部分:
对象显示模块1610,用于在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象,其中,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象;
动作显示模块1620,用于响应于接收到对所述主控虚拟对象的第一控制操作,显示所述主控虚拟对象在所述虚拟场景中执行所述第一控制操作对应的第一动作动画;
所述动作显示模块1620,还用于响应于接收到对所述指定虚拟对象组的第二控制操作,显示所述指定虚拟对象组在所述虚拟场景中执行配合所述主控虚拟对象的第二动作动画。
在一个可选的实施例中,所述装置还包括:
界面显示模块1630,用于显示虚拟对象组选择界面,所述虚拟对象组选择界面用于提供在多个候选虚拟对象组中对至少一个候选虚拟对象进行选择,其中,所述虚拟对象组是由多个同种类或不同种类的组员虚拟对象组成的对象组;
所述动作显示模块1620,用于基于在所述多个候选虚拟对象组中对指定虚拟对象组的选择操作,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
在一个可选的实施例中,所述动作显示模块1620还用于响应于接收到针对所述指定虚拟对象组的所述第二控制操作,控制所述指定虚拟对象组中的组员虚拟对象进入目标配合模式,所述目标配合模式用于指示所述组员虚拟对象在虚拟对战中配合所述主控虚拟对象;显示所述组员虚拟对象在所述虚拟场景中执行与所述目标配合模式对应的第二动作动画。
在一个可选的实施例中,所述目标配合模式包括坚守模式,所述坚守模式用于指示所述 组员虚拟对象以指定阵型排列在指定位置进行虚拟对战;所述动作显示模块1620还用于响应于对所述坚守模式的选择操作,接收对所述指定虚拟对象组的排布设置操作,所述排布设置操作用于确定所述指定虚拟对象组中的组员虚拟对象在所述虚拟场景中所处的所述指定位置;基于所述排布设置操作,显示所述组员虚拟对象在所述虚拟场景中以所述指定阵型排列在所述指定位置处,将以所述指定阵型排列在所述指定位置处的动作动画作为所述第二动作动画。
在一个可选的实施例中,所述动作显示模块1620还用于响应于接收到第一坚守操作,显示与所述主控虚拟对象的视野范围对应的第一场景地图;接收在所述第一场景地图中对第一指定位置的选择操作,将所述第一指定位置作为所述坚守模式对应的所述指定位置;或者,响应于接收到第二坚守操作,显示与所述虚拟场景对应的第二场景地图;接收在所述第二场景地图中对第二指定位置的选择操作,将所述第二指定位置作为所述坚守模式对应的所述指定位置。
在一个可选的实施例中,所述动作显示模块1620还用于响应于接收到第三坚守操作,将所述主控虚拟对象周侧的默认位置点作为所述坚守模式对应的所述指定位置。
在一个可选的实施例中,所述指定虚拟对象组中的组员虚拟对象以第一阵型排列在所述指定位置处;所述动作显示模块1620还用于响应于接收到阵型转换操作,显示所述组员虚拟对象在所述虚拟场景中的位置调整动画,所述阵型转换操作用于控制所述组员虚拟对象在所述虚拟场景中的阵型从所述第一阵型切换至第二阵型;显示所述指定虚拟对象组中的组员虚拟对象以所述第二阵型排列在所述指定位置处。
在一个可选的实施例中,所述目标配合模式包括跟随模式,所述跟随模式用于指示所述指定虚拟对象组中的组员虚拟对象在所述虚拟场景中跟随所述主控虚拟对象;所述动作显示模块1620还用于响应于对所述跟随模式的选择操作,控制所述指定虚拟对象组中的组员虚拟对象向所述主控虚拟对象移动;显示所述组员虚拟对象在所述虚拟场景中与所述主控虚拟对象保持在预设距离范围的跟随攻击动作动画,将所述跟随攻击动作动画作为所述第二动作动画。
在一个可选的实施例中,所述动作显示模块1620还用于响应于所述组员虚拟对象在所述跟随模式下,所述主控虚拟对象的主控区域范围内存在所述敌对虚拟对象,控制所述指定虚拟对象组中的组员虚拟对象向所述敌对虚拟对象发动攻击,所述主控区域范围为所述主控虚拟对象在所述跟随模式下的预设攻击范围;显示所述组员虚拟对象在所述跟随模式下以对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。
在一个可选的实施例中,所述动作显示模块1620还用于响应于接收到所述主控虚拟对象对所述敌对虚拟对象的攻击操作,显示所述指定虚拟对象组中的组员虚拟对象自动向所述敌对虚拟对象进行攻击的攻击动画。
在一个可选的实施例中,所述指定虚拟对象组中的组员虚拟对象装备有第一虚拟道具;
所述动作显示模块1620还用于响应于接收到道具切换操作,显示所述指定虚拟对象组中的至少一个组员虚拟对象将所述第一虚拟道具切换为第二虚拟道具的切换动画,所述第二虚拟道具与所述第一虚拟道具不同。
在一个可选的实施例中,所述指定虚拟对象组对应有虚拟对战方式,所述虚拟对战方式通过指定虚拟对象组中的组员虚拟对象的攻击技能实现;所述动作显示模块1620还用于在所述目标配合模式下,显示所述组员虚拟对象通过对应的攻击技能对所述敌对虚拟对象进行攻击的攻击动作动画,将所述攻击动作动画作为所述第二动作动画。
在一个可选的实施例中,所述指定虚拟对象组包括虚拟骑兵对象组,所述虚拟骑兵对象组中包括多个组员虚拟骑兵对象;所述动作显示模块1620还用于在所述目标配合模式下,显示所述组员虚拟骑兵对象在虚拟马匹上向所述敌对虚拟对象进行冲刺移动的移动动画;显示所述组员虚拟骑兵对象对攻击范围内的敌对虚拟对象施展冲刺攻击技能的攻击动作动画,所 述冲刺攻击技能为所述组员虚拟骑兵对象对应的攻击技能。
在一个可选的实施例中,所述指定虚拟对象组包括虚拟长矛对象组,所述虚拟长矛对象组中包括多个组员虚拟长矛对象;所述动作显示模块1620还用于在所述目标配合模式下,显示所述组员虚拟长矛对象向所述敌对虚拟对象投掷所述虚拟长矛的投掷动作动画,所述投掷技能为所述组员虚拟长矛对象对应的攻击技能。
综上所述,上述方法能够避免玩家只通过对主控虚拟对象进行操控的方式进行游戏,通过对指定虚拟对象组的第二控制操作,调动指定虚拟对象组中的组员虚拟对象配合主控虚拟对象进行虚拟对战,不仅丰富了游戏玩法,也有利于玩家对敌方虚拟对象进行更全面、更有力地攻击,大大增强了虚拟场景界面的真实感,提升了玩家的游戏体验。
需要说明的是:上述实施例提供的虚拟场景中控制虚拟对象的装置,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的虚拟场景中控制虚拟对象的装置与虚拟场景中控制虚拟对象的方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图17示出了本申请一个示例性实施例提供的电子设备1700的结构框图。该电子设备1700可以是便携式移动终端,比如:智能手机、车载终端、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。电子设备1700还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。通常,电子设备1700包括有:处理器1701和存储器1702。
处理器1701可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。存储器1702可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。在一些实施例中,电子设备1700还包括有一个或多个传感器。该一个或多个传感器包括但不限于:接近传感器、陀螺仪传感器、压力传感器。在一些实施例中,电子设备1700还包括其他组件部分,本领域技术人员可以理解,图17中示出的结构并不构成对电子设备1700的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请的实施例还提供了一种计算机设备,该计算机设备可以实现为如图2所示的终端或者服务器。该计算机设备包括处理器和存储器,该存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的虚拟场景中控制虚拟对象的方法。
本申请的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行,以实现上述各方法实施例提供的虚拟场景中控制虚拟对象的方法。
本申请的实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟场景中控制虚拟对象的方法。
可选地,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。其中,随机存取记忆体可以包括电阻式随机存取记忆体(ReRAM,Resistance Random Access Memory)和动态随机存取存储器(DRAM,Dynamic Random Access Memory)。上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。

Claims (20)

  1. 一种虚拟场景中控制虚拟对象的方法,由计算机设备执行,所述方法包括:
    在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象,其中,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象;
    响应于接收到对所述主控虚拟对象的第一控制操作,显示所述主控虚拟对象在所述虚拟场景中执行所述第一控制操作对应的第一动作动画;
    响应于接收到对所述指定虚拟对象组的第二控制操作,显示所述指定虚拟对象组在所述虚拟场景中执行配合所述主控虚拟对象的第二动作动画。
  2. 根据权利要求1所述的方法,其中,所述方法还包括:
    显示虚拟对象组选择界面,所述虚拟对象组选择界面用于提供在多个候选虚拟对象组中对至少一个候选虚拟对象进行选择,其中,所述虚拟对象组是由多个同种类或不同种类的组员虚拟对象组成的对象组;
    基于在所述多个候选虚拟对象组中对指定虚拟对象组的选择操作,在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象。
  3. 根据权利要求1所述的方法,其中,所述响应于接收到对所述指定虚拟对象组的第二控制操作,显示所述指定虚拟对象组在所述虚拟场景中执行配合所述主控虚拟对象的第二动作动画,包括:
    响应于接收到针对所述指定虚拟对象组的所述第二控制操作,控制所述指定虚拟对象组中的组员虚拟对象进入目标配合模式,所述目标配合模式用于指示所述组员虚拟对象在虚拟对战中配合所述主控虚拟对象;
    显示所述组员虚拟对象在所述虚拟场景中执行与所述目标配合模式对应的第二动作动画。
  4. 根据权利要求3所述的方法,其中,所述目标配合模式包括坚守模式,所述坚守模式用于指示所述组员虚拟对象以指定阵型排列在指定位置进行虚拟对战;
    所述响应于接收到针对所述指定虚拟对象组的所述第二控制操作,控制所述指定虚拟对象组中的组员虚拟对象进入目标配合模式,包括:
    响应于对所述坚守模式的选择操作,接收对所述指定虚拟对象组的排布设置操作,所述排布设置操作用于确定所述指定虚拟对象组中的组员虚拟对象在所述虚拟场景中所处的所述指定位置;
    所述显示所述组员虚拟对象在所述虚拟场景中执行与所述目标配合模式对应的第二动作动画,包括:
    基于所述排布设置操作,显示所述组员虚拟对象在所述虚拟场景中以所述指定阵型排列在所述指定位置处,将以所述指定阵型排列在所述指定位置处的动作动画作为所述第二动作动画。
  5. 根据权利要求4所述的方法,其中,所述接收对所述指定虚拟对象组的排布设置操作,包括:
    响应于接收到第一坚守操作,显示与所述主控虚拟对象的视野范围对应的第一场景地图;接收在所述第一场景地图中对第一指定位置的选择操作,将所述第一指定位置作为所述坚守模式对应的所述指定位置;
    或者,
    响应于接收到第二坚守操作,显示与所述虚拟场景对应的第二场景地图;接收在所述第二场景地图中对第二指定位置的选择操作,将所述第二指定位置作为所述坚守模式对应的所述指定位置。
  6. 根据权利要求4所述的方法,其中,所述接收对所述指定虚拟对象组的排布设置操作, 包括:
    响应于接收到第三坚守操作,将所述主控虚拟对象周侧的默认位置点作为所述坚守模式对应的所述指定位置。
  7. 根据权利要求4所述的方法,其中,所述指定虚拟对象组中的组员虚拟对象以第一阵型排列在所述指定位置处;
    所述方法还包括:
    响应于接收到阵型转换操作,显示所述组员虚拟对象在所述虚拟场景中的位置调整动画,所述阵型转换操作用于控制所述组员虚拟对象在所述虚拟场景中的阵型从所述第一阵型切换至第二阵型;
    显示所述指定虚拟对象组中的组员虚拟对象以所述第二阵型排列在所述指定位置处。
  8. 根据权利要求3至7任一所述的方法,其中,所述目标配合模式包括跟随模式,所述跟随模式用于指示所述指定虚拟对象组中的组员虚拟对象在所述虚拟场景中跟随所述主控虚拟对象;
    所述响应于接收到针对所述指定虚拟对象组的所述第二控制操作,控制所述指定虚拟对象组中的组员虚拟对象进入目标配合模式,包括:
    响应于对所述跟随模式的选择操作,控制所述指定虚拟对象组中的组员虚拟对象向所述主控虚拟对象移动;
    所述显示所述组员虚拟对象在所述虚拟场景中执行与所述目标配合模式对应的第二动作动画,包括:
    显示所述组员虚拟对象在所述虚拟场景中与所述主控虚拟对象保持在预设距离范围的跟随攻击动作动画,将所述跟随攻击动作动画作为所述第二动作动画。
  9. 根据权利要求8所述的方法,其中,所述显示所述组员虚拟对象在所述虚拟场景中与所述主控虚拟对象保持在预设距离范围的跟随攻击动作动画,包括:
    响应于所述组员虚拟对象在所述跟随模式下,所述主控虚拟对象的主控区域范围内存在敌对虚拟对象,控制所述指定虚拟对象组中的组员虚拟对象向所述敌对虚拟对象发动攻击,所述主控区域范围为所述主控虚拟对象在所述跟随模式下的预设攻击范围;
    显示所述组员虚拟对象在所述跟随模式下对所述敌对虚拟对象进行攻击的跟随攻击动作动画。
  10. 根据权利要求8所述的方法,其中,所述方法还包括:
    响应于接收到所述主控虚拟对象对敌对虚拟对象的攻击操作,显示所述指定虚拟对象组中的组员虚拟对象自动向所述敌对虚拟对象进行攻击的攻击动画。
  11. 根据权利要求1至10任一所述的方法,其中,所述指定虚拟对象组中的组员虚拟对象装备有第一虚拟道具;
    所述方法还包括:
    响应于接收到道具切换操作,显示所述指定虚拟对象组中的至少一个组员虚拟对象将所述第一虚拟道具切换为第二虚拟道具的切换动画,所述第二虚拟道具与所述第一虚拟道具不同。
  12. 根据权利要求2至11任一所述的方法,其中,所述指定虚拟对象组对应有虚拟对战方式,所述虚拟对战方式通过指定虚拟对象组中的组员虚拟对象的攻击技能实现;
    所述显示所述组员虚拟对象在所述虚拟场景中执行与所述目标配合模式对应的所述第二动作动画,包括:
    在所述目标配合模式下,显示所述组员虚拟对象通过对应的攻击技能对所述敌对虚拟对象进行攻击的攻击动作动画,将所述攻击动作动画作为所述第二动作动画。
  13. 根据权利要求12所述的方法,其中,所述指定虚拟对象组包括虚拟骑兵对象组,所述虚拟骑兵对象组中包括多个组员虚拟骑兵对象;
    所述在所述目标配合模式下,显示所述组员虚拟对象通过对应的攻击技能对所述敌对虚拟对象进行攻击的攻击动作动画,包括:
    在所述目标配合模式下,显示所述组员虚拟骑兵对象在虚拟马匹上向所述敌对虚拟对象进行冲刺移动的移动动画;
    显示所述组员虚拟骑兵对象对攻击范围内的敌对虚拟对象施展冲刺攻击技能的攻击动作动画,所述冲刺攻击技能为所述组员虚拟骑兵对象对应的攻击技能。
  14. 根据权利要求12所述的方法,其中,所述指定虚拟对象组包括虚拟长矛对象组,所述虚拟长矛对象组中包括多个组员虚拟长矛对象;
    所述在所述目标配合模式下,显示所述组员虚拟对象通过对应的攻击技能对所述敌对虚拟对象进行攻击的攻击动作动画,包括:
    在所述目标配合模式下,显示所述组员虚拟长矛对象向所述敌对虚拟对象投掷所述虚拟长矛的投掷动作动画,所述投掷技能为所述组员虚拟长矛对象对应的攻击技能。
  15. 一种虚拟场景中控制虚拟对象的装置,所述装置包括:
    对象显示模块,用于在虚拟场景中显示主控虚拟对象和指定虚拟对象组中的组员虚拟对象,其中,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象;
    动作显示模块,用于响应于接收到对所述主控虚拟对象的第一控制操作,显示所述主控虚拟对象在所述虚拟场景中执行所述第一控制操作对应的第一动作动画;
    所述动作显示模块,还用于响应于接收到对所述指定虚拟对象组的第二控制操作,显示所述指定虚拟对象组在所述虚拟场景中执行配合所述主控虚拟对象的第二动作动画。
  16. 根据权利要求15所述的装置,其中,
    所述动作显示模块,还用于响应于接收到针对所述指定虚拟对象组的所述第二控制操作,控制所述指定虚拟对象组中的组员虚拟对象进入目标配合模式,所述目标配合模式用于指示所述组员虚拟对象在虚拟对战中配合所述主控虚拟对象;显示所述组员虚拟对象在所述虚拟场景中执行与所述目标配合模式对应的第二动作动画。
  17. 根据权利要求16所述的装置,其中,所述目标配合模式包括坚守模式,所述坚守模式用于指示所述组员虚拟对象以指定阵型排列在指定位置进行虚拟对战;
    所述动作显示模块,还用于响应于对所述坚守模式的选择操作,接收对所述指定虚拟对象组的排布设置操作,所述排布设置操作用于确定所述指定虚拟对象组中的组员虚拟对象在所述虚拟场景中所处的所述指定位置;基于所述排布设置操作,显示所述组员虚拟对象在所述虚拟场景中以所述指定阵型排列在所述指定位置处,将以所述指定阵型排列在所述指定位置处的动作动画作为所述第二动作动画。
  18. 根据权利要求17所述的装置,其中,
    所述动作显示模块,还用于响应于接收到第一坚守操作,显示与所述主控虚拟对象的视野范围对应的第一场景地图;接收在所述第一场景地图中对第一指定位置的选择操作,将所述第一指定位置作为所述坚守模式对应的所述指定位置;或者,响应于接收到第二坚守操作,显示与所述虚拟场景对应的第二场景地图;接收在所述第二场景地图中对第二指定位置的选择操作,将所述第二指定位置作为所述坚守模式对应的所述指定位置。
  19. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令,所述至少一条指令由所述处理器加载并执行以实现如权利要求1至14任一所述的虚拟场景中控制虚拟对象的方法。
  20. 一种计算机程序产品,包括计算机指令,所述计算机指令被处理器执行时实现如权利要求1至14任一所述的虚拟场景中控制虚拟对象的方法。
PCT/CN2023/127919 2022-10-31 2023-10-30 虚拟场景中控制虚拟对象的方法、装置、设备及产品 WO2024093941A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202211352320.4 2022-10-31
CN202211352320.4A CN115634449A (zh) 2022-10-31 2022-10-31 虚拟场景中控制虚拟对象的方法、装置、设备及产品

Publications (1)

Publication Number Publication Date
WO2024093941A1 true WO2024093941A1 (zh) 2024-05-10

Family

ID=84946455

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2023/127919 WO2024093941A1 (zh) 2022-10-31 2023-10-30 虚拟场景中控制虚拟对象的方法、装置、设备及产品

Country Status (2)

Country Link
CN (1) CN115634449A (zh)
WO (1) WO2024093941A1 (zh)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115634449A (zh) * 2022-10-31 2023-01-24 不鸣科技(杭州)有限公司 虚拟场景中控制虚拟对象的方法、装置、设备及产品

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111298449A (zh) * 2020-03-23 2020-06-19 网易(杭州)网络有限公司 一种游戏中的控制方法、装置、计算机设备及存储介质
CN111589133A (zh) * 2020-04-28 2020-08-28 腾讯科技(深圳)有限公司 虚拟对象控制方法、装置、设备及存储介质
CN111589131A (zh) * 2020-04-24 2020-08-28 腾讯科技(深圳)有限公司 虚拟角色的控制方法、装置、设备及介质
CN112274915A (zh) * 2020-11-20 2021-01-29 网易(杭州)网络有限公司 游戏控制方法、装置及电子设备
CN113713382A (zh) * 2021-09-10 2021-11-30 腾讯科技(深圳)有限公司 虚拟道具控制方法、装置、计算机设备及存储介质
US20220080305A1 (en) * 2020-09-14 2022-03-17 Verizon Patent And Licensing Inc. Methods and Systems for Providing an Asynchronous Massive Multiplayer Application
CN115634449A (zh) * 2022-10-31 2023-01-24 不鸣科技(杭州)有限公司 虚拟场景中控制虚拟对象的方法、装置、设备及产品

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111298449A (zh) * 2020-03-23 2020-06-19 网易(杭州)网络有限公司 一种游戏中的控制方法、装置、计算机设备及存储介质
CN111589131A (zh) * 2020-04-24 2020-08-28 腾讯科技(深圳)有限公司 虚拟角色的控制方法、装置、设备及介质
CN111589133A (zh) * 2020-04-28 2020-08-28 腾讯科技(深圳)有限公司 虚拟对象控制方法、装置、设备及存储介质
US20220080305A1 (en) * 2020-09-14 2022-03-17 Verizon Patent And Licensing Inc. Methods and Systems for Providing an Asynchronous Massive Multiplayer Application
CN112274915A (zh) * 2020-11-20 2021-01-29 网易(杭州)网络有限公司 游戏控制方法、装置及电子设备
CN113713382A (zh) * 2021-09-10 2021-11-30 腾讯科技(深圳)有限公司 虚拟道具控制方法、装置、计算机设备及存储介质
CN115634449A (zh) * 2022-10-31 2023-01-24 不鸣科技(杭州)有限公司 虚拟场景中控制虚拟对象的方法、装置、设备及产品

Also Published As

Publication number Publication date
CN115634449A (zh) 2023-01-24

Similar Documents

Publication Publication Date Title
US11529559B2 (en) Method and device for adjusting region, storage medium, and electronic device
KR101377010B1 (ko) 다중조준점 적용 방법 및 이를 구현하기 위한 프로그램이 저장된 기록 매체
WO2022267512A1 (zh) 信息发送方法、信息发送装置、计算机可读介质及设备
JP7325537B2 (ja) ターゲット仮想オブジェクトの決定方法、装置、端末及びコンピュータプログラム
WO2022227958A1 (zh) 虚拟载具的显示方法、装置、设备以及存储介质
WO2024093941A1 (zh) 虚拟场景中控制虚拟对象的方法、装置、设备及产品
CN113181649B (zh) 虚拟场景中召唤对象的控制方法、装置、设备及存储介质
JP2023523157A (ja) 仮想環境画面の表示方法、装置及びコンピュータプログラム
CN112057860B (zh) 虚拟场景中激活操作控件的方法、装置、设备及存储介质
KR20220157938A (ko) 멀티플레이어 온라인 전투 프로그램에서 메시지를 송신하기 위한 방법 및 장치, 단말 및 매체
WO2024093940A1 (zh) 虚拟场景中虚拟对象组的控制方法、装置及产品
WO2022007567A1 (zh) 一种虚拟资源显示方法和相关装置
TW202243711A (zh) 虛擬對象的控制方法、裝置、計算機設備及儲存媒體
KR20150083488A (ko) 온라인 게임 제공 방법 및 그 게임 제공 서버
WO2024098628A1 (zh) 游戏交互方法、装置、终端设备及计算机可读存储介质
CN113144603A (zh) 虚拟场景中召唤对象的切换方法、装置、设备及存储介质
CN115591237A (zh) 虚拟对局中基于天气效果的交互方法、装置及产品
JP2024500277A (ja) 照準マークの表示方法、装置、デバイス及びコンピュータプログラム
CN113633987A (zh) 对象控制方法和装置、存储介质及电子设备
KR101226765B1 (ko) 온라인 슈팅 게임 제공 방법 및 그 시스템
CN112156472A (zh) 虚拟道具的控制方法、装置、设备及计算机可读存储介质
KR102678616B1 (ko) 타깃 가상 객체를 결정하는 방법 및 장치, 단말, 및 저장 매체
CN114225419B (zh) 虚拟道具的控制方法、装置、设备、存储介质及程序产品
WO2023231557A9 (zh) 虚拟对象的互动方法、装置、设备、存储介质及程序产品
CN115671722A (zh) 虚拟场景中对象动作的显示方法、装置、设备及程序产品